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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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