Author Topic: RULES  (Read 72 times)


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« on: September 29, 2012, 08:25:43 pm »
Rough Campaign Rules (in Process):

   - 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. 
                - 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).
                - During this phase, you may make one reinforce move into an adjacent Hex.  This is limited to ground to ground movement only.

    -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. 

   - 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.

   - Only defenders may take fortifications for their armies as detailed in the Warhammer 40,000 Core Rulebook.
« Last Edit: October 02, 2012, 06:33:23 pm by HiveMind »

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