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Campaign Rules v2.

In this campaign, the map is composed of hexagonal tiles from the Planetary Empires expansion. Some of these tiles have special details on them, such as a ruined cityscape or large crater; these are entirely decorative and have no direct in-game effect, though players are welcome (and encouraged!) to fight thematic battles on those tiles where they agree that it is appropriate. Tiles are generally not controlled by a player unless they have a Facility with a garrison (see Armies).

Some of the tiles on the map will have pre-positioned Facilities. These are: Star Port. New armies are created near Star Ports (see Supply Phase). Fortification. These are trenches, bunker networks and shield generators that confer a massive bonus to anyone defending them (see Combat Phase). Manufactorum. These generate Supply Points (see Supply Phase). Hive City. This has the benefits of all of the above Facilities.

Faction Leaders and Vassals

Each player starts out as a Faction Leader. When defeated, a player becomes a Vassal. Becoming a Vassal A Faction Leader becomes a Vassal when he loses his last Facility. When this happens, all of his armies except one (his choice) are removed, and all of his characters return to his character pool (see Characters) but only one at a time may lead an army. Each Faction Leader then gets offered the chance to take that player as his Vassal, and may either accept or decline, but may not accept if he already has more Vassals than any other Faction. This is offered in the following order: 1. The Faction Leader who (or whose own Vassal) took the defeated player's last Facility. 2. The Faction Leader with the largest number of Facilities (including those owned by his Vassals). 3. The Faction Leader with the next largest number of Facilities (and so on). If no Faction Leader chooses to accept the defeated player, then the first eligible player in the above list must accept him. Vassals may fight battles and take Facilities as normal, however his Faction Leader may choose to annex any of his Facilities (along with its garrison) at any time during the Leader's Supply Phase, but only after supplies have been calculated (see Supply Phase). Bribing Vassals At the start of any campaign turn, before Initiative is rolled (see Campaign Turn), any Faction Leader may declare that he is bribing a Vassal, by promising supplies, facilities, and so on. If the Vassal accepts, he immediately switches to that Faction. Vassal Freedom! A vassal can make a break for freedom by declaring war on his Faction Leader! To do so, the Vassal must have at least one facility under his control, and must successfully attack an army led by his Faction Leader (see Movement Phase). If he wins the battle and wipes out the enemy, he will have earned his freedom and becomes a Faction Leader again; if he loses or fails to destroy the enemy army, then he will have earned the distrust of all of the players...

All of a player's armies must come from the same Codex. There are two types of armies: ones led by commanders, and garrisons. Army sizes are determined by the amount of supply points that have been allocated to them (see Supply Phase), and are always found in multiples of 500pts, to a maximum of 2500pts (or 1500pts for garrisons). Garrisons are always left in facilities and are completely immobile in the campaign. Each tile may only hold a single army. Army lists are made before each battle. Choose one of the versions of the army's commander (see Commanders) and fill in the rest of your points as necessary. If a commander's army is wiped out, he is removed from the campaign map and returns to the character pool.

Before the campaign map is even put together, each player must submit character sheets for four Commanders. One of these must be designated the Force Commander, who represents the player himself; the other three are sub-commanders, or Lieutenants. Each commander must have a unique name and, if possible, a different model. A Commander may be chosen from any single HQ selection of his chosen Codex. Each character sheet has two entries: it is suggested that players use one entry for a regular version of the character, and the other entry for an alternative version of the character (which may use a different model if you wish). Both versions must be drawn from the same HQ selection (and if you're not using the same model, then they would preferably be at least recognisable as the same character). Special Characters may be chosen, but they cannot gain experience (see Experience). When not leading armies, Commanders are part of a player's character pool. When new armies are raised, one of the commanders from the character pool must be chosen before they are placed on the appropriate tile (see Supply Phase). Capturing Characters If a character's army is wiped out after losing a battle (see Combat Phase) and the character himself was removed from play or as a casualty during the battle, there is a chance that he has been captured by the enemy! Roll a D6: on a 3+ the character has escaped this time and returns to his owner's character pool; on a 1-2, he has been caught and may not lead armies until released. The owning player may ransom him by transferring supplies or facilities (see Supply Phase), or by using any other negotiation technique necessary (including offers to help with, or cease, an attack). The character may be released by the capturing player at any time once he feels that his demands have been met; the character will then return to the owning player's character pool.

Over the course of the game, Commanders will accrue experience points (or XP), which will eventually allow them to unlock various Traits that will assist their armies. Commanders gain +2XP when they win a battle, or +1XP when they lose a battle against a commander with equal or more XP points. Commanders gain a trait at the following XP point levels: 5XP, 10XP and 20XP. Force Commanders start the campaign with one free trait. The traits are as follows: Ferocious. The commander is renowned for his powerful assaults. He and the unit he is currently joined to gains the Furious Charge rule. May not be given the Patient trait. Patient. This commander is always prepared to wait for the most opportune moment to strike. He and the unit he is currently joined to gains the Counter Attack rule. May not be given the Ferocious trait. Destroyer. The commander is filled with righteous fury. He and the unit he is currently joined to may re-roll failed to hit rolls in close combat in any player turn in which they charged. May not be given the Precise trait. Precise. The commander is cold and calculating, every enemy movement known before he even makes it. He and the unit he is joined to may re-roll failed to hit rolls with shooting in any player turn in which they remained stationary. May not be given the Destroyer trait. Defender. The commander and his unit gain the Stubborn special rule. Tactical. The commander's player may re-roll a single Reserves roll per game. Strategic. The commander's player may force the dice roll for random game length to be rerolled once per game. Ambusher. One non-vehicle unit without a dedicated transport in the commander's army may be given the Scout special rule. Pinpoint Attacker. One unit in the commander's army per game may re-roll the scatter dice when deploying via deep strike (including any other rules that use deep strike mechanics). Careful Planner. After both sides are deployed and the Seize the Initiative roll has been made (if applicable), one unit in the army may be redeployed elsewhere on a roll of 4+. If both players have this ability, roll off to see who uses it first. Note that the commander does not need to be on the battlefield for these rules to work (i.e. he may be in reserve), but if he has been removed as a casualty then the traits do not have an effect for that game.

The Campaign Turn

Unlike a regular game of Warhammer 40,000, where each player completes an entire turn before moving on to the next player, this campaign will have an initiative-based turn sequence. That is, each player will complete a single phase before moving on to the next player this is done to keep the campaign interesting, rather than having to wait for multiple people to complete their whole turns before you get to do anything. At the start of each campaign turn, each Faction Leader rolls 2D6. This is his Initiative value for that turn. If multiple players roll the same Initiative, they must roll off (and keep rolling off) until a clear sequence is determined. Vassals take their turns directly after their Faction Leader, in the order decided by the Faction Leader. The turn is then split into three phases: the Supply Phase, the Movement Phase, and the Combat Phase. Supply Phase In Initiative sequence, each player figures out how many supplies they gain and how to spend it. They gain +1 supply for every Manufactorum and Star Port facility they control. These supply points may be spent on raising new armies, reinforcing existing armies, or by improving the player's Initiative roll for the next turn (+1 Initiative per point spent). To raise a new army, pick a Commander in your character pool and dedicate a certain number of supplies to it. For every supply point spent on the army, it gains +500pts in size, to a maximum of 2500pts. Place this army on any Star Port facility you (or your Faction Leader, in the case of Vassals) control. If you have no Commanders in your character pool or no empty Star Ports then you may not raise new armies. To reinforce an existing army, choose any army that is currently on a tile on or adjacent to a facility that you own and spend supply points on it in the same way as creating new armies (to a maximum of 1500pts for garrisons). During the Supply Phase, you may also transfer supplies or facilities to any other player, usually as a result of diplomatic negotiations. Transferred facilities retain their garrison size (chosen from the new owner's codex, of course!). Movement Phase In Initiative sequence, each player moves armies and launches attacks. Any commander army may move the following distances: 500-1000pts: 3 tiles 1500-2000pts: 2 tiles 2500pts: 1 tile Armies may not move over tiles occupied by enemy armies. They cannot end their movement on a tile occupied by an army they are not attacking. If an army starts or ends its move within one tile of another friendly army (including garrisons), then they may transfer points between them, but neither can exceed 2500pts (1500pts for garrisons). To attack an enemy tile, simply move your army on to the tile. If it is occupied by an enemy army, you will fight a battle in the Combat phase. The tile becomes Engaged; it may not be attacked by any other player, and the defender may not move his army away.

Combat Phase This phase can be carried out in any order Initiative doesn't matter. Any tiles that are engaged must be resolved by playing a battle of Warhammer 40,000. After the battle, the tile ceases to be engaged. This battle is fought using the points level of the smaller of the two armies, selecting a mission with whichever method is agreeable to both players. If the defender's tile has a Fortification facility, then he gets choice of any mission from the Warhammer 40,000 rulebook or its expansions (obviously becoming the defender in any mission that calls for the distinction). If the armies are the same size, or if the larger army wins, then the loser's army is destroyed. If the smaller army wins, then the larger army loses a number of points equal to the size of the battle, and the smaller army loses a number of points equal to the difference of the size of the two armies. If this does not destroy the smaller army then the attacker, regardless of whether he won or not, retreats to the tile he attacked from. In the case of a draw, the attacker's army falls back as if it lost, but neither side takes any casualties. In the event that an army must fall back and its original position is taken by another army, it must instead attempt to move into any other tile adjacent to the formerly Engaged tile. If there are no such tiles that aren't already occupied by armies, then the retreating army is destroyed. Combat Summary You are Attacker and win: Is your army the same size or larger? Enemy army is destroyed. Is your army smaller? Retreat to the tile you attacked from. Enemy army loses number of points equal to battle size Your army loses number of points equal to your opponent's army size minus your own. You are Defender and win: Is your army the same size or larger? Enemy army is destroyed. Is your army smaller? Enemy loses number of points equal to battle size. Your army loses number of points equal to your opponent's army size minus your own. If you have any points left, the attacker retreats to the tile it attacked from; otherwise, attacker moves into your tile. Capturing Facilities If at the end of his turn a player has a commander army on a tile with a Facility, and there is no garrison in that Facility, then when the army moves next it must leave behind a portion of its strength as a garrison. Choose any number of points in multiples of 500, with a minimum of 500pts and a maximum of 1500pts, to become the new garrison it is split from the commander's army and is left behind as a garrison.

Planetary Defence Force

In addition to the normal players, there is also a non-player faction called the PDF. They control the Hive City and all its surrounding tiles, and have a 1500pt army in each tile they control. They do not gain supplies, nor do they reinforce armies, and they treat all of their tiles as defensive terrain. The PDF armies are drawn from the Imperial Guard codex and will be commanded by anyone who has the time to fight the battle (preferably someone who isn't already fighting a battle that turn). The PDF will never become a Vassal.

Playing the Campaign

The campaign is played as follows: 1. The map tiles will be set up by the campaign coordinator. 2. Divide twelve each of Fortifications and Manufactorums as equally as possible between each player (decide between yourselves the best way to place any leftover Facilities). Each player also gets one Star Port tile. 3. Players roll for Initiative. In Initiative order, take turns placing one Fortification or Manufactory each. These may not be placed on a tile already with a Facility and, unless there are no other eligible positions, may not be placed adjacent to another tile with the same Facility. 4. Roll for Initiative again. In order, players take turns placing their Star Port tile anywhere on the edge of the map, so long as it is adjacent to at least two tiles and is not within 5 tiles of another player's Star Port. 5. Roll for Initiative again. In order, players get a single pre-campaign turn with 4 Supply Points each, but may not launch attacks in this turn. This turn is to be spent building armies and capturing nearby Facilities (though keep in mind not to over-stretch yourself, since you will have to garrison those Facilities next turn!).

Winning the Campaign

The campaign ends when there are only two Faction Leaders left. The two factions and their vassals play a large Apocalypse-sized game, the victor of which wins the campaign! The size of this game will be determined by mutual agreement, and players may use any of their commanders if they wish.