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#Post#: 269--------------------------------------------------
RULES
DIR By: skabo55
Date: September 29, 2012, 8:25 pm
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Rough Campaign Rules (in Process):
Game-board:
- Based on solar systems and is changeable depending on the
size of the game
- Hexagon design with planet hexes and "space" hexes
-Fleets are restricted to "space" Hexes
-Ground Units are restricted to planet hexes
General Rules:
- Turns: Move - Attack - Reinforce
-Fleet Phase
- During this phase, Fleets (dependings on the
size of the board) can either move up to 2 "space" hexes in the
move phase or perform Planetfall. Fleets can also perform a
Split in the beginning of this phase into multiple tokens, but
each token must represent a minimum of 2000 pts, and if a Fleet
Splits, it may only move 1 Hex. A Fleet that splits may not
perform Planetfall, as Splitting represents moving Hexes. Any
allied fleets in a single hex, at the end of the fleet phase,
automatically form a single fleet.
-Attack
- During this phase, Ground units may only
attack one adjacent Hex per turn. A player may only attack once
per turn.
- The attacking player decides the base point of
the battle with the size of the attacking force. Battles may NOT
exceed 2000 points. (See Uneven Battles below for detail about
hexes that have uneven point values).
-Reinforce
- During this phase, you may make one reinforce
move into an adjacent Hex. This is limited to ground to ground
movement only.
Points:
-Each army starts with a number of pts equal to 1000 x
Number of Planetary Hexes.
-Points are lost in battle
-At the end of each battle, players lose a number of
points equal to the Point Value of allied units destroyed (this
includes units falling back). When units have suffered over 50%
casualties, winning players may roll to see if the keep the
unit's points.
Battle Phase:
-
Battle Resolution:
- At the end of combat each player loses a number of points
equal to the point values they lost during the battle; this
counts points from units destroyed or falling back (also known
as casualties). These points are deducted from the armies
currently involved in the battle.
- Tenacity Rolls: Some units may have the tenacity to survive
combat even after suffering devastating casualties or defeat.
Surviving units of a defeated player and units that have
suffered devastating casualties (see below), must make a
Tenacity Roll in order to avoid having the entire unit counted
as a casualty; and thus having its points deducted from the army
total.
- If a unit is below 50%, it has suffered devastating
casualties and must make a Tenacity Roll.
- The victor makes any Tenacity Rolls on a 2+. (3+ for
devastating casualties).
- The loser must make Tenacity Rolls for each unit that
survived the battle, these rolls and their modifiers are stated
below:
- If the loser lost by a marginal victory, they make
Tenacity Rolls on a 4+. (5+ for devastating casualties).
- If the loser loses to a total victory, they make
Tenacity Rolls on a 5+. (6+ for devastating casualties).
- If the game ends in a draw, each player must make
Tenacity Rolls for units that have suffered devastating
casualties; this is made on a roll 4+.
Uneven Battles
- A player may decide to use more points than what is in the
defending or attacking hex. If they do so, they may put any
additional points, up to a total of what is in the enemy hex,
into reserves, which may begin entering play on Turn 3 (as
opposed to Turn 2).
ie. If an attacking player uses a hex with 2500
points to claim an enemy hex valuing 1000pts. He may attack
with the normal 1000 pt minimum to claim the hex or he may
attack with up to 2000 pts (placing any point value over 1000
pts, into Extended Reserves, which he can being rolling into the
game starting turn 3. They will automatically join play
starting turn 5).
- This example works the same for a defending
player if an attacker wishes to attack with less points than the
defender.
Retreat
- Any defending player may decide to forgo a battle and pull
his points out of the targeted hex into an unoccupied or owned
hex. If the player chooses to do so, they must roll a d6, on a
roll of 1 they lose 1/2 the points of the retreating army.
- The attacking player gains control of the hex and must move
the points he declared for the attack into the hex.
Hex Control:
- Players do not have to control hexes. If they wish, they
may abandon hexes during attack and reinforcing moves.
Fortifications:
- Only defenders may take fortifications for their armies as
detailed in the Warhammer 40,000 Core Rulebook.
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