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:
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.