Nou, het was even klooien met de tabellen, maar volgens mij heb ik het nu. De regels dus:
The Battle for Braxxis
Warhammer 40.000 Map-based Campaign
Introduction
This is a map-based, turn-based campaign system for Warhammer 40.000.
What is it all about?
The campaign is turn-based, so you’ll have to decide how long a turn lasts. A week or two weeks is probably a good time if all the players can get together on a regular basis. Before the start of each turn each player will have to write down what he is going to do that turn. This is explained under ‘Orders’. Players spent action points to manage their forces on the map. The map is divided into territories that belong to players, and the goal is to conquer as many territories as you can.
The way to win is to conquer a certain number of territories before the campaign ends. The number depends on how many players participate in the campaign, since more players will mean fewer starting territories for each player. Alternatively, if no-one has achieved the campaign goal at the end of the campaign it’s basically a draw, but you could of course organize a massive battle between the remaining players to decide a winner after all.
The map
The map is divided into smaller regions, called territories. These territories represent great stretches of land, since it’s the map of a planet we’re talking about. Territories have a certain colour code, which translates into the type of terrain that can be found in that territory. The colour codes are found to the right.
Battles that take place should be played on terrain corresponding to the terrain found in the territory you’re fighting over.
Besides the terrain colour territories have a coloured flag representing the owning player. They can also have a round ‘base’ marker in the colour of a different player, which represents an enemy having a forward base in the area.
The turn
A campaign turn will generally take at least a couple of days, since battles have to be fought and players will need time to consider their next move. Before the start of a turn, all players will have to let the CM (campaign master) know exactly what they are going to do. They can tell other players if they want to, but they generally will want to keep it a secret. What you can do depends on your Conflict Points (CP from now on), which are discussed below.
The order in which a campaign turn resolves is as follows:
1. Get conflict points; players get CP to spend on actions they which to perform.
2. Give order; players spent their CP on actions by sending the CM their orders, detailing what they want to do in the turn.
3. Make actions; all the actions of all the players are revealed by the CM, dice rolls are made for actions that require a roll. Players who will have to fight battles this turn are told so and can make arrangements for it.
4. Reinforce and strategy cards
5. Fight Battles
6. Aftermath; where territories are exchanged and the new map can be made.
Multiple players attacking the same territory is of course possible. If this happens, players have 2 options. They can either:
- Ally together against the defender, in which case their combined armies can be 1,5x the point value of the defenders army. If they win, the territory becomes neutral and the allies will either have to decide amongst themselves who gets the territory, or they will have to fight a battle for it in the next campaign turn, the player who scores the most victory points (so no draws) gains control or the territory.
- Or players can back off from the attack until only one player remains to attack, if players can’t decide to ally or back off, all the attackers roll a dice and the highest roller is the attacker, the others backing off when they see that someone has already launched an offensive. Players that back off still lose the CP they spent on the Assault action.
Conflict Points
Conflict Points are used to pay for all sorts of actions in the campaign. Mainly they’ll be used to pay for actions such as attacking enemy territory or fortifying positions, but they can also be given to another player as payment for an alliance or some other benefit. Conflict Points are the money that makes the campaign world turn.
Every player receives 100 CP at the start of each turn. This number can be modified by other factors, some territories may give a player extra CP’s for example, but each player normally gets 100 CP. This represents all the funds and materials that are available for actions other than defending your territory and running your lands. CP’s that are left over at the end of your turn are not lost, you can save them for use in later turns, but if you have 200 CP’s in reserve you cannot save any more and any unused CP are lost at the end of your turn. If a state builds up many reserves from it’s war budget it eventually gets spend on other things.
Actions
The following actions can be taken during your turn. Unless specified otherwise actions have to be ordered to the campaign master. Some actions can be paid for during the turn so they do not have to be ordered, but if that is the case it’s noted in the description of the action (reinforce and plan strategy). [enemy/ friendly territory] requires you to name a territory you which to target with the action.
Forward Bases and Raids
The following rules apply to Forward bases and Raids:
- You cannot build a base in a Fortified territory. If you build a base the same turn an opponent fortifies, you lose the roll to build a base automatically and pay 15 CP instead of 50.
- You cannot Raid a territory the turn you build a forward base.
- Forward bases can be destroyed by the Assault Forward Base action, if the attacker wins the base is destroyed. A draw has no effect.
- Alternatively: If the defender in a Raid mission scores a massacre the Forward Base is destroyed.
- If you assault a base, play a strongpoint attack mission.
- Raid territory: Raid missions are the default, you can play Kill Team only if the defending player agrees to it.
- If the attacker wins a Raid battle he receives 50% of the CP’s that the defender has left over at the end of the battle. The defender cannot buy strategies or reinforce between the start of the battle and paying the attacker.
- Raid battles cannot be reinforced!
- If you attack a region where you have a base you may reinforce your army, and you pick the standard mission to be played (roll for alpha, gamma or omega as normal).
Strategy
The following strategies can be chosen with the Plan Strategy action. No more than 2 strategies can be used in a single battle by each player. Veteran skills are a special type of strategy, using specialized veterans in battles to better fight the enemy.
Territory bonuses
Some territories offer the controlling player a special bonus. This can be because there is a spaceport in the region, orbital defense batteries or intercontinental missile silos, or maybe the people of that area are extremely skilled or very rich.
Optional: Global Conquest Bonusses
A player can earn a Global Conquest Bonus by achieving certain goals in the campaign, such as conquering a number of territories. Some of these bonuses are single effects, while some give a bonus each turn for as long as the Conquest Goal is achieved. Global Conquest Bonuses are cumulative, so if you control 6 more territories than your starting total you get +15 CP (+5 for 3 or more and +10 for 6 or more).
Do you know what the chain of command is? It's the chain I go get and beat you with till you understand who's in command ~Jayne
The best argument against democracy is a five-minute conversation with the average voter ~Churchill