Advanced Campaign



You can change the rules around if you like. This is just a "draft". The campaign has been put on one page for ease of printing. A map should be drawn and distributed to all the players of the campaign showing territories and capital territories.

Rules:


To start, each player purchases a 1400 point army, and deploys any amount of units in any combination of territories. Plus 100 points for an army commander. These points cannot be allocated to the rest of the army although the other points (1400 points) may be allocated to the character.

Turn Sequence:
There are 4 phases in a turn:

  1. Combat Moves
  2. Combat
  3. Non-Combat Moves
  4. Reinforcements



Each player initiates the same phase as the other players, at the same time. All players roll a D6 at the beginning of every turn to see what order the play proceeds in. The highest roller goes first, and the lowest goes last. For example: the ork player rolls a 5, and the Chaos player rolls a 4. The Ork player then does the combat moves, then the Chaos player because he/she rolled second highest. Then the other players make their combat moves, in order of their rolls. Next the battles are fought by all players, etc. etc.

1. Combat Moves: Each player may decide to attack any adjacent territory. They may move up to all the models in range into the targeted one. The army must come from friendly territories adjacent to the targeted one. A battle is then fought using those models. Any models which cannot be in a legal sized squad or combat squad cannot fight in battle. Models may not move into combat unless they are accompanied by at least on character. Only one combat move is allowed per player each turn.

2. Combat: Combat takes place as a normal battle, the defender uses all the models inside the territory to defend (unless they cannot be formed into squads). The winner is the player with the most victory points at the end of the battle. Winners get 2 Game Points, Losers get 0 Game Points. If the battle is a tie, each side gets +1 Game Points. Any player with 0 victory points may not get any Game Points, even if the battle was a tie. Any models still alive in the territory, after the battle, stay in the territory if their side won, or are moved to an adjacent territory if they lost. If there are no friendly adjacent territories, the models are automatically destroyed.

3. Non-Combat Moves: Non-Combat Moves are when a model moves without fighting. Each model may move up to one friendly territory per turn. Squads must stay together. Models may join already made squads during this phase, if they do not already belong to one, or two squads may join into one squad (if it is legal). Models that fought in a battle this turn may not move in this phase, but may move into a territory where a battle just took place.

4. Reinforcements: Reinforcements are purchased now. Up to 100 points may be used purchase reinforcements for the army. They must be deployed in the army's capital territory on the same turn. Parts of squads may be purchased, but will not be able to fight in battle until they join a squad. If not all the 100 points are used, a player may save the leftover points to use at the next reinforcements phase. All players must be told what is bought in the reinforcements phase, but not what happens to it afterwards, or where a certain peice of wargear goes. Note that army limitations must be followed for reinforcement purchasing.

Capital Territories: Each player has a capital territory, marked on map (followed by other territories which each player owns). Fighting in that territory is much different than normal. Parts of squads may be used to defend the territory. They may only be used if there are no other squads they can join. In addition, each defending squad may start in hiding or on overwatch. Any seperate parts of squads may not carry any non-standard issue weapons such as Heavy Weapons, Special Weapons, Assault Weapons, etc. which the whole squad cannot have. Wargear cards are allowed though. If the only territory controlled by an army is their capital, they only gain 20 points for reinforcements. Also, reinforcements may only be deployed in the capital territory.

Wargear, Wargear Cards and Vehicle Cards:
Any Wargear/Vehicle Cards and weapons purchased must stay with the model that purchased them for the entire game. If they are discard after use cards, then they are lost once used. Other Wargear/Vehicle cards may be purchased in using the point allowance for Reinforcements. The cards are immediately given to the model, even if it is not in the capital territory. Because they are all lost, discard after use cards cost -5 points than normal to purchase.
NOTE: Discard after use cards may not go below 1 point.
The discard after use cards may be repurchased if wanted. The limit on Wargear cards go by the Rare/Uncommon/Unique list. Each army is said to have their own deck of Wargear. For normal models with wargear, the wargear must stay with them throughout the entire game. All wargear, wargear cards and vehicle cards, may be discarded in favour of new wargear. If this is done, no compensation is given for the old equipment. Like Wargear/Vehicle cards, any new wargear goes straight to the user.

Special Characters: Special Characters may only be purchased once in the game. However, you may purchase as many different special characters as you wish. Once they die, they may not be repurchased, unlike other models. When they are purchased, they must come with all the unique wargear cards they come with (if any).

Wounds and Damage: If a model is wounded but not dead, it may recover in the reinforcements phase. If it did not fight in the turn, it will regain 1 wound if it can roll under its toughness on D6, a roll 6 always fails. Any model in the capital territory gets a -1 to the roll meaning a 6 cannot be made. A final roll of 0 means 2 wounds are recovered (up to the maximum). Damaged vehicles will have one location a turn repaired, if they did not move or fire in that turn. If they did move, the location is only fixed D6 roll of 4, 5, or 6. Any vehicle with a damaged track, wheel or leg may not move at all, and any vehicle that fought in a battle cannot repair that turn. As an aleternatice, the owner of a model may pay 20 points from the reinforcement allowans to have one section of a vehicle repaired, or a single wound healed. This option may only be use once per turn, but is in addition to normal repairs. If a model is healed or repaired, it keeps all damage as normal from battle to battle.

Spies: Each army is allowed to buy any number of spy units. They cost 15 points each, but may not fight in a battle. Their positions are recorded like normal units, but they may move into an enemy territory in that turn. The Spies' moves must be declared at the same time as other combat moves. That way it is useless to bring a spy and an attack force into a territory on the same turn. If a spy is used, all units in that enemy territory are revealed to the owner of the spy only. This is done immediately when the spy is used. The spy is then destroyed.

Power Mauls and Similar Weapons: If a Model has been hit and affected by a weapon, but does not completely die, they will survive after the battle, with 1 wound remaining, on a roll of 4+. Otherwise, they die. The weapons include power mauls, shuriken shrieker ammo, hallucinogen grenades, etc. Note that if a model dies in battle, there is no chance of them coming back to life. This roll is also made by models which wandered off the table, for any reason. If a vehicle moves out of control, and off the table, they survive taking one hit, on a 5+. The hit is taken on a randomly determined location, and can destroy the vehicle. The armour is considered to be automatically penetrated.

Veterans: Both characters and squads can become veterans. For a model to become a veteran they must score an equivalent number of experience points as their points cost. This includes all special wargear, Wargear cards, Vehicle cards, etc. Experience points are awarded for each model or squad that killed it. 50% of the points cost of a model is the amount of experience points awarded for killing it. and extra 5 points are awarded for every individual wound done. The points cost of a model is the current cost of the model, plus its wargear, abilities, etc. Each model may only give out the experience points once, even if two squads or models took part in killing the enemy model(s). Experience isn't awarded for killing allied or friendly troops, and experience is cumulative throughout the campaign. When the amount of experience points have been reached for a squad, the models may then be upgraded to veterans. Space Marines must pay an additional 5 points to make veterans. Imperial guard must pay the required amount for a veteran ability, to give that ability to their squad. Chaos Space Marine veterans must pay an additional 10 points to become veterans. Any other Chaos squad type may pay 3 points and get +1S +1Ld +1I. Gretchin/Snotlings may pay 2 points and become a super Gretchin/Snotling. Eldar, Orks and any other model which does not have a natural veteran to become may pay 5 points and get +1WS +1BS +1I +1Ld. The points costs are paid during the reinforcements phase, and are per model. Models may be purchased as veterans, but may only be used to join an already existing veteran squad. If they fight in another squad, they lose their veteran status. Otherwise, veterans may not be purchased. If a character becomes a veteran, 10 points must be paid for the ability. If a psyker becomes a veteran 15 points must be paid, +20 points if the model gains a psychic level.

Character and Veteran abilities list:
NOTE: Models may only aquire each veteran ability once.

CHARACTER VETERAN ABILITIES LIST

Name Effect
Tough +1 toughness
Battle Fortune May re-roll any failed saving throw
Sustain Attack 4" follow-up move, counts as charged
Fighting Fury +1 attack

PSYKER VETERAN ABILITIES LIST

Name Effect
Warp Drain Draws 1 extra Warp Card per turn
Psychic Training +1 on psychic-related rolls
Mind Strength Range of psychic abilities increased by 2D6+1"
Nullify Dealt a Nullify card automatically



Explanations:

Character Abilities
Tough: the Character gains +1 to their toughness characteristic for all purposes.
Battle Fortune: Any failed saving throw on the character's basic armour may be re-rolled once. This does not apply to fiel saves or others.
Sustain Attack: The character may move up to 4" instead of two for follow-up moves after hand to hand combat. In addition, if the character moves into another close combat with the follow up move, they get a +1 for charging on the first round when that combat is worked out.
Fighting Fury: This ability adds 1 to the character's Attack characteristic for all purposes. If the attacks are doubled for frenzy, etc. this is included before doubling.

Psyker Abilities
Warp Drain: The psyker draws one extra warp card a turn, after all others have been dealt.
Pschic Training: This gives a +1 on any rolls to hit with psychic powers, and to-wound rolls. Note that it does not effect Warp cards, and no roll can be successful on a 1.
Mind Strength: Before using a psychic ability, the psyker rolls 2D6. The range of the ability is increased by that amount of inches, plus 1. A seperate roll is made for each ability. This does not affect abilities which affect a certain area around the psyker, or templates, but templates may be placed further away.
Nullify: The psyker may try to nullify up to one psychic ability without a nullify card per turn. This nullify always works on a 4+, regardless of modifiers.

Support
At the beginning of every turn after the first, in a battle, a player may bring in supporting units from adjacent territories. The player simply moves the units from that territory to the one where the battle is taking place. The units move from the edge of the player's deployment zone. Only one squad, one vehicle/support weapon and one character may be brought in this way. They do not all have to be brought in on the same turn, and vehicles may not start on fast speed. Only full squads may be brought in this way. Any supporting units count as fighting in a battle, so they cannot move in the non-combat phase that turn. No support may be brought in from a territory egaged in combat or one already engaged in combat that turn.

0-1 Characters
Only one of each type of squad or character marked with the 0-1 may be in play at a time. Reinforcements may be bought for it. If a sqaud like that is split up into two parts that can still form a squad, the owner of the units must declare which part of the squad cannot be used until it is rejoined with the other ones. He must then show where the 'broken' squad is at all times, until it is rejoined with the main units. The player may not switch 'broken' squads with the main squad.

Fighting with Parts of Squads
In the capital territory, players are allowed to defend with units that don't make up full squads. If this is done, the units start the battle broken. They may rally and break as normal after that, and no strategy cards may be played on them, beforethey rally, by their opponents (Craven Cowardice, etc.)

Teleportation
To purchase teleporting models, the normal cost must be paid origianally (+50%), and the model must normally be able to teleport. The model may then be deployed in any friendly territory, or move to one from the capitol territory. This may only be done if the unit hasn't moved yet. The unit may also be deployed in an enemy territory adjacent to a friendly one. In this case, the move counts as an attack. Attack like this may only be done by full squads that teleport. If a squad does teleport, all opponents must be told where they are teleporting to, and how many units there are. In addition, if the territory a teleporting squad is in, is attacked, the squad may teleport into battle using the normal rules.

Warp Jump
The wargear card 'Warp Jump' may be used as normal in battle, then discarded. Another option is it can be used during the non-combat moves phase, and the user can move into any friendly territory then discard the Warp Jump. Because of this extra advantage, the warp jump does not get a discount for being a 'Use once and Discard' card.

Fast Movers
Any foot troops, cavalry model or Dreadnought with a maximum speed of 14" or more, or a vehicle with a slow speed of 8" or more, may move up to 2 territories a turn in the non-combat phase of any turn. The territories must be friendly ones, so the model cannot move into combat like this. This bonus applies to vehicles and models with speed-enhancing vehicle and wargear cards. Warp Spider jump packs and normal jump packs are not used to increase speed, although the 'bounding leap' and other such abilities are. Any vehicl cards which vary speed are used before the double-move is made. If the result makes the vehicle have a slow speed of over 8" then it can move 2 territories. Otherwise it can only move one. If a speed-enhancing device malfunctions for any reason the user suffers the normal effects. If it would cause a vehicle to explode (for example), no other models are affected for being near, but the vehicle is destroyed as normal. If a vehicle that can carry models moves more than one territory, it may carry the normal amount of models for the same distance. The models being transported must start and finish in the same territory as the vehicle carrying them.

Indirect Fire
Any indirect fire weapons may shoot from a territory adjacent to one with a battle taking place in it, if the weapon is not also in combat. To fire, the range is measured from the user's table edge, and the shot only succeeds on a 4+, rolled first on a D6. If this is failed the shot may not be taken that turn. In addition, the opponent may force the user to re-roll any roll to see if the shot is on target, up to once per shot.

Infiltrators
Infiltrators may be used as normal during battles, but if both sides in a battle have infiltrators, the defender must always deploy them first. Infiltrators may also act as Spies. They may move into an enemy territory, like Spies, and scout out the enemy forces, but there is another chance they will survive. When spying with infiltrators, roll a D6, on a roll of 1-4 the spying was a success! The infiltrators survive and return to the territory from where they came. If a 5-6 is rolled the infiltrators die, but are able to get the needed information. To spy with infiltrators, the entire squad must move into the enemy territory and all normal rules for Spies apply, except thos contradicting with these special rules. Infiltrating characters count as a full squad of infiltrators for spying purposes.

Daemons
Daemons are purchased like regular models, but are not brought into play immediately. They are left on the side, and in any battle, if the proper amount of summoning points are accumulated, they may be summoned as normal. After the battle, any surviving daemons go back into the warp where they can be summoned again. Daemons may only take over warping units in a battle which Chaos is involved in, but not while using 'Warp Jump' during non-combat moves, etc. Daemons must be summoned as full squads, even when fighting in the capitol territory, so reinforcements may be bought for squads with less than three models. Daemons may only be summoned into combat or take over a warping model once per turn. They may not become veterans.


Jonathan Wolfman 1997



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