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Brent

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Join date : 2009-08-14
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PostSubject: Campaign now active   Tue Feb 23, 2010 12:38 pm

INNNER CIRCLE SOLAR EMPIRES CAMPAIGN
Version 2Warhammer 40kCampaign Rules
SOLAR EMPIRES

Welcome to the Inner Circle Solar Empires Campaign. This campaign uses elements from Warhammer 40k, Planetary Empires and Battlefleet Gothic. In this campaign you will attempt to hold and control as many planets as possible. Whoever has the most planets under their control at the end of each month is the winner for the month.

THERE CAN BE ONLY ONE
Every player is on their own in this campaign regardless of Imperial orientation or race. Every commander is out to seize as much fame and wealth as he can for himself. Alien, Chaos and Imperial forces are all given to infighting and are unwilling to share the spoils of war. For example two Imperial Guard armies can not merge their territory into a single force. Even two Ultramarine companies can not share forces or territory as their arrogant commanders are unwilling to work together and cooperate. It’s a lonely galaxy out there, from grizzled imperial generals to sadistic alien raiders everyone is looking out for numero uno.

PLANETS AND YOU!

PLANETS
The objective of this campaign is to occupy and control planets. The position of each planet will be represented on the System Map. The surface of each planet and any forces on that planet are represented on ten tiles taken from the Planetary Empires set. Planets can be in one of four states: controlled, occupied, contested or unoccupied. All players begin the game in control of a single planet, this will be randomized.

CONTROLLED
To control planets is the ultimate objective. To control a planet a player must be the only force present on the planet and have his armies spread out over every single tile. If a player is controlling a planet then he is able to utilize the planetary bonus for that particular planet. All players begin the campaign in control of a single planet.

OCCUPIED
Occupied planets have the forces of only one player on them. However the occupying player has not spread his armies over every single tile. If a single player does not control every tile on a planet he is not controlling a planet and only occupies it. For example if a planet has twelve tiles and the player has spread over eleven he occupies the planet.

CONTESTED
A contested planet has the forces of two players on it simultaneously. Both players are counted as occupying the planet. Neither player can control the planet until he defeats his opponent or one of the players withdraws his forces entirely. A player may choose to control a world the same turn his opponent leaves; it doesn’t take long for anyone to seize control when their resistance is gone.

UNOCCUPIED
Unoccupied planets have no forces on them at all. If a player moves forces onto an unoccupied planet he immediately occupies and may choose to immediately control it.

THE CAMPAIGN TURN
Solar Empires is a turn based campaign system. There will be one campaign turn every two weeks. Every two weeks real time represents a quarter of a Solar Year. Each month in real time represents half a year in game. This gives armies time to explore, tend to wounded soldiers, replace casualties, set up garrisons, manage the planets indigenous population, and take advantage of the world’s resources.The sequence for a Campaign Turn is:

1) Redistribute forces on a planet that you occupy or control.
2) BFG Phase. Repair, re launch, move, attack other BFG fleets and planets.
3) Make a single planetary attack move from either a planet you control or your BFG fleet.
4) Play out any battles resulting from your attack move.

1) REDISTRIBUTING FORCES ON PLANETS

If a player has forces alone on a planet he may choose to redistribute those forces to any number of empty tiles at will. Since he is alone on the planet and encounters no effective resistance from the natives this takes effect immediately. If he expands to every single tile on the planet the player will control it otherwise he is only occupying it. See the Planets section for more details.

TERRITORY POINT DISADVANTAGE
Controlling a planet is no easy task, not only must population and industrial centers be policed but surrounding wilderness is patrolled to ensure any pockets of dissent are crushed. Although this may seem foolhardy such martial law is required in order for a controlling force to benefit from the planet’s resources. When a controlling army is forced to react to invasion they are unable to consolidate all of their forces at once. As per the Planetary Empires rules there is a disadvantage to controlling a large number of tiles. When a game is played for territory the player with more tiles on that planet receives a fifty point penalty for each tile has over his opponent. For example if player A has eight tiles and player B has four tiles player B is down by four tiles. In game player A will suffer a two hundred point deduction to his total points. In a 2000 point game player B would have 2000 points while player A would only have 1800.Be aware that this handicap is limited to the individual planet the players are fighting over and is unaffected by circumstances on other planets.

2) BATTLE FLEET GOTHIC PHASE

REPAIR AND RE LAUNCH FLEET
If a BFG fleet isn’t crippled or you aren’t fielding one you may skip this phase however it is recommended you pay attention to existing fleets in play. If a fleet has been destroyed to below 25% of its point value in a previous rounds game then it has been crippled. Fleets crippled in previous Campaign Turns may be re launched from any planet on which that a player controls a star port or a randomized table edge by rolling a D4. A fleet may not launch a planetary attack, bombard a planet or engage an enemy fleet the turn it comes into play. This means that fleets may only move the turn the fleet comes into play.

A fleet may not be launched from a planet controlled by a player if that planet has an enemy BFG fleet in orbit around it. Due to the presence of enemy vessels the crippled fleet is unable to receive the necessary repairs.

MOVING A BFG FLEET
All BFG fleets in Solar Empires move four tiles per turn regardless of race. This move can be made in any direction from each tile in the move, vertically, horizontally or diagonally. The fleet may change direction at any point during the move, for example a fleet may move diagonally down right for two tiles then diagonally down left for another two, as long as the movement does not exceed four tiles.

NEAR THE SUN
A fleet that attempts to move through a square that is within one space of the sun must contest with the stars gravity well. For each zone next to a sun the fleet moves through the player must roll two dice, on a 10 or less the fleet moves unaffected by the intense gravity. On an 11 or 12 the crew is unable to cope with the intense demands of navigating so close to a star and the fleet must make an emergency warp jump to avoid being incinerated. Roll a scatter dice, on hit the player may move the fleet two squares away from the sun on any tile he chooses. If it scatters move the fleet two spaces away from the sun toward the table edge indicated by the arrow.

INTO ENEMY FLEETS
A fleet that moves into the same zone as an enemy fleet has attacked that fleet, a game of BFG must be played.

FRIENDLY PLANETS
A fleet that moves into a zone that is next to a planet with only friendly troops on it is now defending that planet. That planet cannot be attacked unless the defending fleet is either defeated or forced to retreat from its position. This means that if a planet is defended by a BFG fleet it cannot be attacked by a player who is not fielding one.

ENEMY PLANETS
A fleet that moves into a zone that is next to a planet with only enemy troops on it or has defeated the enemies defending fleet then the first fleet is attacking that planet. When a fleet attacks a planet the attacking player receives 1D6 Strength 8 AP3 bombardments in the beginning of the first turn. This represents the fleet providing orbital support for friendly forces on the planet.

CONTESTED PLANETS
A fleet that moves into a zone that is next to a contested planet with two or more players already fighting over it must attack that planet. The player with the arriving fleet must roll for scatter and assault whichever player he scatters onto.

PLAYING THE BATTLEFLEET GOTHIC GAME
When two fleets occupy one zone or when two fleets are fighting over a planet a game of Battle Fleet Gothic is played, the recommended point value is 500-750. All rules of BFG apply with a small number of changes.

CRIPPLED FLEETS
If one or both fleets drop below 25% of their points value in functioning ships they are counted as crippled. If one player’s fleet is entirely destroyed it still counts as crippled. Crippled fleets are removed from play and must be re launched from a world controlled by their player at the beginning of the next campaign turn. If a the player does not control a planet he may not re launch his BFG fleet until he controls a planet at the beginning of a Campaign Turn.

SUCCESSFULLY DISENGAGED FLEETS
If a player chooses to disengage from a game before being reduced to 25% or below then his fleet is immediately moved two zones in a direction of his opponents choice. The fleeing fleet will fight at full strength next game. This represents the fleeing ships being harried by fighters and bombers as attempt to reach safety.

3)ATTACKING

ASSAULTING A PLANET
When one player assaults a planet either from another planet or a fleet they must choose a single tile on the planetary map they’re attempting to drop into. The assaulting player must select a tile, he then rolls a scatter die and 1D6. A hit means the player has successfully attacked that individual tile. An arrow means the assault boats have landed D6 tiles indicated in the direction of arrow on the die. If that movement takes the assaulting forces off of the planetary map they are moved to the first tile at the edge they were closest to.

The first game in a Planetary Assault is always Seize Ground with five objectives while any games after that should be randomized between normal, 2+ d3 objectives, seize ground or Capture and Control with two objectives. If the players tie in objectives than the winner is determined by Victory Points, not kill points. At the end of a tied game players need to add up the point value of the enemy force they destroyed, whoever has destroyed the most wins. You should never use Kill Points.

If the attacker wins he has gained a foothold and may attempt to conquer tiles as detailed in Planetary Empires. If the defender wins he has successfully forced the invaders off and he continues to hold the planet unchallenged. From that point forward capturing tiles is exactly like in Planetary Empires with a single exception. If at any point in war one player kills every single model in his opponent’s army he immediately captures and controls the planet regardless what the enemy has on other tiles. This is called tabling; if your army gets tabled they have been scattered to the four winds and are unable to form a meaningful resistance.

FIGHTING PLANET TO PLANET

DISTANCE
If a player has forces on a planet that player may choose to attack another planet that is adjacent to his own. BFG fleets are not necessary to attack so close a target, the basic assault craft of the attacking army are enough to bridge the small gap. In such as attack if the defender has a BFG fleet and the attacker does not the attack fails, small parties of assault craft are unable to penetrate the defensive patterns of a full fleet. The positions of each planet will change as time passes and the planet moves along its orbit, this will be discussed in more detail later on.

PLANETARY BONUS
If a player controls the planet that he attacks from he may use the associated planetary bonus during that attack. Likewise if a defending player controls the planet he is defending he may use the planetary bonus.

FIGHTING FLEET TO PLANET DISTANCE
If a players BFG fleet is in a tile that is touching an enemy planet your fleet has assaulted that world.

FLEET BONUS
If a player is assaulting a planet from a fleet he may use the fleet bombardment bonus for the first game of the war. 1 D6 Strength 8, AP 3 bombardments in the beginning of the first turn.

4) PLAY OUT ANY BATTLES
Battle Fleet Gothic Battles should be played first.
Planetary Battles should be played second.
Capturing territory is detailed in the Planetary Empires rules.

PLANETARY ECOSYSTEMS
Obviously not all planets have the same environments and as such can offer a very different experience when fighting on them.

VOLCANIC WORLDS
Either due to a weak crust or instability from a particularly taxing planetary bombardment the planets surface is pockmarked with fissures where its magma is thrown into the air. Wastelands of choking sulfuric gasses, acid rain, ash drifts and deadly lava flows make these some of the most inhospitable planets in the galaxy. At any moment this hellscape can be showered with super heated balls of lava. To represent this players must roll a dice at the beginning of each turn, this the beginning of each game turn, not player phase. They must add a D6 roll to the turn number that is beginning. If the result of that roll is equal to or higher than seven the planets crust has opened and the battlefield is ravaged by a blast of magma. Each player may place a “magma burst” before the begining of their movement phase, it has the following profile. D6, Strength 9, Small Blast Template, Bombardment, Scatter. In addition any water features are difficult and dangerous terrain as the volcanic activity has turned them into deadly pools of highly corrosive bubbling acid, or they are lava.

ICE WORLDS
Frozen wastelands bereft of heat or warmth. Constant blizzards, icy flats, snow drifts dozens of feet high and temperatures hundreds of degrees below zero assail anyone attempting to traverse these wastelands. Due to the environmental conditions movement is almost impossible. The entire world counts as difficult terrain for both vehicle and infantry, this applies to skimmers as their engines get icy. Terrain pieces that would normally be impassible are still impassible and terrain pieces that would normally be difficult simply provide the cover that it normally would. The surface of the planet is exceptionally cold, and this is only increased within crystal forests. Any forest terrain piece on an ice world is considered a crystal forest. The quartz stalagmites seem to draw warmth away from everything, including living soldiers. Some weapons struggle to work in such extreme conditions. All types of flamers will only work on a D6 roll of a 4+ as the fuel almost never ignites in the freezing conditions. Similarly, the range of melta weapons is halved as the super-heated vapour is quickly dissipated by the environment. 
Vehicles will quickly succumb to the effects of the extreme cold in the Crystal Forest. If vehicles are left stationary for long they will cease to function as engines seize and axles freeze up. A vehicle that did not move in the previous turn must roll a 6 before it can function again; this includes firing any weapons as gun mounts and barrels ice over.

NIGHT WORLDS
Due to a thick cloud of naturally occurring but ultimately benign chemical vapor which blocks, infrared, x ray and other forms of particles vision on this world is severely reduced. Play using the night fight rules.

JUNGLE WORLD
The majority of this planets surface is covered by thick jungles inhabited by vicious predators. Almost every organism on this planet is capable of killing a man, giant carnivorous plants, ferocious predators and other endless monstrosities created by an unchecked natural ecosystem roam free. The entire board counts as jungle terrain, this applies to both infantry and vehicles. To represent this players should just sporadically place trees throughout the board, forest terrain pieces are not necessary. The dense forests and clinging mists make it difficult to see far, vision is reduced to a maximum of twelve inches, spotlights do not increase this. Models may shoot up to 12 inches away, if their target is over six inches away then that target will receive a cover save. Skimmers hover above the canopy and do not have to take difficult terrain tests. However anything a skimmer shoots at receives a save while the skimmer never will. Troops fighting on a jungle world must contend with the worlds natural predators as well as their enemies. At the beginning of each turn D3 squads in each players army are attacked by jungle predators. D6 members of that squad are hit with strength four hits. If wounded those models must pass an initiative save or be dragged off into the foliage to be consumed by their assailant. If a model with more than one wound is wounded in this way he simply takes the wound but is not removed until all of his wounds are gone. It can be assumed that he fought off and killed his attacker for that round.

TEMPERATE WORLD
These worlds have totally benign environments and easily killed indigenous life. There are no special environmental rules.

DESERT WORLD
Ash wastes and vast arid stretches of sand all count as desert worlds. Arid flat worlds devoid of water or excessive plant life. One danger of desert worlds is the sudden violent sandstorms that spring out of nowhere. What was a hot clear day can turn into a violent hail of stones and sand in only a moments notice. At the beginning of each turn, not phase, one player should roll a D6 and add the turn number. If the total is equal to or higher than six a sandstorm has hit. Winds hundreds of mile an hour obscure vision and cause missile fire to go astray. If a model shoots over eighteen but under thirty six inches he suffers a -1 to the ballistic skill. If a model shoots over thirty six inches he suffers a -2 to ballistic skill. Each skimmer must roll a D6 at the beginning of its movement during a sandstorm, on the roll of a 3 or less that skimmers engine is filled with sand and it is immobilized, no exceptions. Sink holes are another danger of desert worlds. What looks like a normal patch of sand may actually be a loose well of sediment which a warrior can disappear into without a sound. For each squad and vehicle that moves during the movement phase, the movement phase only, a player rolls a D6. On the roll of a one that unit has found a sinkhole. Roll another D6 and remove that many models from play. They have dropped dozens of feet into the loose sand and nothing can save them. Any vehicle classified as “TANK” is heavy and will hit a sinkhole on a role of 1 or 2. If a vehicle hit’s a sinkhole it is immediately immobilzed, no saves allowed, no gear prevents this.

HIVE WORLD
Hive worlds are vast centers of industry and population. These towering mega complexes become landscapes of grey ruins during military campaigns. The board should be covered in buildings and ruins, the players are encouraged to use the “city fight” rules in the City Fight rules. No other special rules apply.

PLANETARY BONUSES
If a player has occupied a planet he has the option to control that planet. Thusly depending on what type of world it is the player will receive a bonus as long as he maintains control of that planet. If a player is defending from or attacking from a world he controls he gets the bonus. If a player controls more than one world he must choose which world he is attacking from.

FORGE WORLD
Bastions of production and industry, these worlds are covered in factories and munitions plants that can stretch for miles at a time. Due to the vast amount of raw supplies armies have an abundance of equipment to choose from. Armies may choose an extra Fast Attack Chioce, Elite Choice or Heavy Support Choice. They still pay the points however they have an extra Force Organization slot.

AGGRO WORLD
Farming worlds are covered in vast fields of fresh produce. Thanks to the abundance of foodstuffs and other supplies vital to a soldier’s health the army is healthy and well fed. The troops work harder and the world is able to support the needs of a larger garrison. Armies receive a 150 point bonus.

HIVE WORLD
The hive world is a center of activity and has a population of billions crammed into a single superstructure. Due to the massive amount of oversight needed to organize, supervise and manage such a large population occupying forces must delegate responsibility out to several commanders. Armies receive a bonus HQ force organization slot. They must pay points for the additional HQ choice.

DEATH WORLD
Death Worlds are the most inhospitable environments outside of the Eye of Terror. Soldiers garrisoned on these worlds must quickly hone their skills to a razor edge just to see another sunrise. It’s only a matter of time before commanders recognize their valuable new skills and put them to good use. Armies may upgrade a single Troop choice with one of the following Veteran Options: Tank Hunters, Scouts or Furious Charge.

PLANETS OF THE VENGEANCE SYSTEM

MUSTAFAR
Planetary Body = Lava
Environment = Volcanic World
Planetary Bonus = Forge World Bonus
Indigenous Life = None
Life Expectancy = 33
Population = 3,000,000,000

A scorched world covered in sulfuric ash wastes, pock marked by enormous magma spewing volcanoes and rivers of molten lava. Mustafar is one of the most dangerous worlds in the Vengeance System. Despite the hellish terrain it was determined the rich ore veins, carbon deposits and geothermal energy potential made the margin of acceptable colonists fatalities high even by Imperial standards.
Mechanicus and Imperial fleets have honeycombed the crust of this molten world with thousands of miles of mines, refining complexes and manufacturing facilities. Mustafar’s extensive forges are large enough to provide entire legions with weapons, ammunition and armored support at the low cost of colonial labor.

JUMANJI
Planetary Body = Green
Environment = Jungle Death World
Planetary Bonus = Death World Bonus
Indigenous Life = Vicious predators of all types and large tribes of territorial natives.
Life Expectancy = 28
Population = 50,000,000

A lush world whose land masses are blanketed with thick untamed jungle, Jumanji is a particularly vicious example of a death world. Almost every living thing on Jumanji can kill a man. Man eating Pod Plants, merciless Howler Cats and ravenous Brown Barbalutes and their Barbalute Suits are just a few examples of the predators produced by Jumanji’s jungles.
Given the difficulty of mass colonization and the lack of exploitable natural resources there has been no Imperial attempt to colonize Jumanji and the Mechanicum didn’t firebomb it only in the interest of saving warheads. This hasn’t stopped scores of missionaries from descending to the steamy world in a relatively successful attempt to convert the planets native population to Imperial Doctrines. The world is used as a garrison for large forces protecting surrounding space while its ruthless landscape can be the perfect environment for clever commanders willing to conduct “inventive” training exercises.

CYBERTRON
Planetary Body = Red Planet
Environment = Temperate World
Planetary Bonus = Forge World Environment
Indigenous Life = A race of reptilian humanoids almost exterminated by Imperial forces.
Life Expectancy = 65
Population = 20,000,000,000

Cybertron could be a sister planet to Mars located in the same system as Holy Terra. While rich in resources with a relatively stable environment Cybertron has the advantage of having a breathable atmosphere similar to that found in arid regions on Terra. Immediately recognizing its potential the Adeptus Mechanicus declared it a Holy Site and quickly engaged in full scale colonization. After an efficient cleansing campaign Imperial forces were able to cleanse the majority of the indigenous population scattering them into the arid deserts where they reverted to a Neolithic social structure.
Covered in red iron dust Cybertron is the Mechanicus’ industrial gem of the Vengeance system. Its atmosphere is able to support a tremendous labor population to man forges, nuclear power facilities, mining sectors and even a number of research stations overseen by Mechanicus adepts. Cybertron is able to provide the industrial luxuries of a Forge World with the added bonus of an easily survivable environment.

NEW IDAHO TWO
Planetary Body = Yellow
Environment = Temperate World
Planetary Bonus = Aggro World Bonus
Indigenous Life = A pre fusion society, most of which now labor at the Banana Farms.
Life Expectancy = 85
Population = 10,000,000,000

New Idaho Two was a temperate world covered in lush but relatively harmless jungles. The indigenous population had a global society comparable of Terra’s in the year 1950 before the Gold Age of Technology. Imperial presence was met with open arms as they greeted their long lost brothers from across the stars, then annoyed confusion as 80% of the population was conscripted into continent wide Banana Farms. The temperate but humid environment is actually considered an exotic vacation spot by a number of Imperial nobles and well to do officials.
While pockets of underground resistance exist across the surface NIT is now a textbook example of a successful Agricultural World. Considering the colossal amount of nutritional yellow fruit produced by the planet occupying forces can gorge themselves on banana products without making a dent in the NIT’s food stores.

ARAKIS
Planetary Body = Brown
Environment = Desert World
Planetary Bonus = Hive World Bonus
Indigenous Life = Nomadic tribal human’s now relegated to a slave class and taxi drivers.
Life Expectancy = 50
Population = 25,000,000,000

An arid desert world where a sudden sand storm can strip an unarmored man to the bone in a matter of seconds, Arakis was chosen to host a Hive World due to the vast diamond deposits found just beneath its sands. After the construction of mining facilities and Hive City Arakis on top of the mining facilities the world quickly grew to be a center of business and commerce for the entire sector. Political control shifts through a series of Feudal Family Houses however Imperial overseers don’t mind as long as the diamonds continue to flow.
Hive City Arakis is a towering megacity with the majority of the planets population living shoulder to shoulder with one another. In addition to its vast wealth the planet is known for its wide array of unique spices. Although managing such a large population requires additional leadership personnel Arakis is a strong point only a foolish general would ignore.

VENGEANCE PRIME
Planetary Body = Gray
Environment = City Fight Rules
Planetary Bonus = Hive World Bonus
Indigenous Life = Bred out of existence by prolonged Imperial occupation.
Life Expectancy = 50
Population = 50,000,000,000

The first planet to be colonized in the Vengeance system and its namesake Vengeance Prime is a monument to Imperial productivity. The grassy fields of this once serene world are forgotten by all but historians as it achieved total assimilation centuries ago. The majority of the world is covered in vast expanses of cloistered city.
With the rise of Arakis as the Vengeance system’s commerce center VP has been slowly dying for the better part of a century. It’s once magnificent streets are now home to barbaric gangs and millions of Imperial Citizens reduced to a scavenger style existence. Despite the condition of the planet’s population VP remains the most populated planet in the Vengeance sector and a rare prize for any force able to claim it.

UMBRA
Planetary Body = Dark
Environment = Night Fight Rules
Planetary Bonus = Aggro World Bonus
Indigenous Life = Extinct race of blind pygmies with huge ears. Deemed Mutants.
Life Expectancy = 50
Population = 7,000,000,000

Umbra is a world that can be truly called alien. Although it’s atmosphere is breathable it contains are rare gas that absorbs energy. Photons, x rays, infra red, radar and every other imaging device so far tested can barely pierce through the strange air on Umbra. Consequently this odd environment serves as the perfect habitat for the edible giant mushrooms that have evolved there.
Originally populated by a race of music loving, blind pygmies with large ears the colonizing Imperial forces quickly deemed them mutants and wiped them from the face of the world. In addition to it having the advantages of an Agrro World Umbra’s atmosphere makes it impossible to observe its surface providing a place where any force can regain strength hidden from the eyes of their enemy.

HOTH
Planetary Body = White and Light Blue/Icy
Environment = Ice World
Planetary Bonus = Death World Bonus
Indigenous Population = Arctic Wildlife
Life Expectancy = 50 years
Population = 10,000

The least populated planet in the Vengeance system Hoth is a frozen wasteland with little to offer the galaxy. The surface temperate never goes above -30C and an unprotected man will freeze solid in under a minute. Only a handful of colonist have managed to eek out survival as heat miners by tunneling deep into the planets ice to tap into rare pockets of air caught in chasms and warmed by convection currents.
Abandoned by most as a completely useless celestial body Hoth has produced a common but unimaginative saying in the colonist there: “Hoth is good for two things, freezing to death and self reflection, mostly about how you ended up on Hoth”. Despite its apparent lack of purpose in the past it has served as a remote outpost for renegade fleets to sequester them from the chaos of the inner system.

SOLAR MECHANICS
The campaign map is on a 4’x 4’ board. The board is divided out into a grid, each gridline 3 inches from the other. Each grid square is referred to as a sector, each sector being 3" square. The grid’s Y axis is labeled with letters and it’s X axis is labeled with numbers, just like in Battleship. At the center of the map is the sun taking up roughly sixteen zones. Each planet will follow a circular orbit around the sun. The orbit for each planet will have a set number of stations. The planets proximity to the sun will determine the length of its orbit and consequently how many stations the planet has before completing its orbit.

Brought to you by Adam Lucian and Brent Donahue.



All territory claiming rolls, fleet moves and attack declarations must be made on the tuesday club meetings, however the games can be played when and where ever the player agree to meet at any time during the 2 week period, just make a note of where wins. Also every one will need a fleet marker, i painted a base blue, and tile markers, i bought some blue glass beads, but feel free to use what every you want
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scooter

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PostSubject: Re: Campaign now active   Tue Feb 23, 2010 2:47 pm

Nicholas Walters Sisters of battle

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PostSubject: Re: Campaign now active   Tue Feb 23, 2010 3:48 pm

brent Donahue Space marines
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PostSubject: Re: Campaign now active   Tue Feb 23, 2010 3:59 pm

Ok, so move/attack declarations are done on the Tuesday night meetings. I saw that those declarations are done every 2 weeks. and fights are done during the 2 week period in between. I got a grip on the planets and action rules. But what about the points rules? How do you determine the number of points in a battle? Are you going to be able to increase your armies points? Can we buy more units so that my planet is better protected, or so I can assault with overwelming force?

Army size and number of points for a battle are the only thing I can't figure out.

Wade McDavid = Ultramarines (Not to be confused with just any old marines!)
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PostSubject: Re: Campaign now active   Wed Feb 24, 2010 12:52 pm

Mukrat wrote:
Ok, so move/attack declarations are done on the Tuesday night meetings. I saw that those declarations are done every 2 weeks. and fights are done during the 2 week period in between. I got a grip on the planets and action rules. But what about the points rules? How do you determine the number of points in a battle? Are you going to be able to increase your armies points? Can we buy more units so that my planet is better protected, or so I can assault with overwelming force?

Army size and number of points for a battle are the only thing I can't figure out.

Wade McDavid = Ultramarines (Not to be confused with just any old marines!)


well you can play whatever point level you and you opponent agree to but the planetary empire rules seem to work best between 1850 and 2250, all the rules for interactions on the planet can be found in the planetary empires rules book
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PostSubject: Re: Campaign now active   Wed Feb 24, 2010 2:34 pm

I guess an agreed amount for a battle is ok. But I, personally, would secure a planet with a lot of troops before moving on to a new planet. Are planet garrisons going to be taken into consideration? By that I mean can there be a 2 to 1 advantage for a garrisoned planet? If john attacks my planet with 2000 points and I garrisoned the planet with 3000 points of troops... Is that type of scenario in the rules?
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PostSubject: Re: Campaign now active   Wed Feb 24, 2010 8:17 pm

Mukrat wrote:
I guess an agreed amount for a battle is ok. But I, personally, would secure a planet with a lot of troops before moving on to a new planet. Are planet garrisons going to be taken into consideration? By that I mean can there be a 2 to 1 advantage for a garrisoned planet? If john attacks my planet with 2000 points and I garrisoned the planet with 3000 points of troops... Is that type of scenario in the rules?

all rules governing the points adjustments for these games are in the planetary empires book
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Lucian

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PostSubject: Re: Campaign now active   Sun Feb 28, 2010 5:58 pm

As far as Garrisoning troops, that could only be represented by either troop distribution on the plants tiles or by seizing a planet that comes with a points bonus. Please don't think that this is Risk in that you do not have a finite amount of forces to spread around the galaxy. Your never going to be kicking butt and then "run out" of men. Just be aware of the Territory Advantage Points Handicap, that is explained in the above rules as well as in the Plentary Empires Book.

A really unbalanced game could only ever occur if a player controls every tile on a planet except for one which his opponent is on. The player with the greater number of tiles would suffer -50 points for each tile he had over his opponent.

Once you control a planet there really is no way to "re enforce" that world or turn it into a defensive stronghold outside of parking a fleet around it, selecting defensive army composition and defensive in game strategy, I suppose you could also play to tie.

Please also be aware, the focus of this campaign is for entertainment and to do something new, not for hardboys level competetive play. You will almost never be on totally equal footing with your opponent, on the other hand it should never be to unbalanced.
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scooter

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PostSubject: Re: Campaign now active   Mon Mar 01, 2010 9:54 am

were starting this on tuesday guys 25 dollar gift card to the person with the most tile hexes ant the end of each month. sign up and lose to me.

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The Mauler

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PostSubject: Re: Campaign now active   Mon Mar 01, 2010 1:50 pm

I didn't really read the rules all the way, and I have no idea bout that emo spaceship stuff, but I'mma crush my enemies! Drive them before me! And hear the lamentations of their women! Maybe get some gift cards while I'm at it! ;D (winky face fo'reals yo)

So sign me up. Steven Gary Bartholomew Mauler IV playing Space Awes--- I mean.... Wolves.

And Brent. Your planet names come from Mr. Silly. :3 Does controlling Cybertron give you use of the All-Spark? And/or possibly the Touch! The Powwwwaaaaaaaa!
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Tim



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PostSubject: Re: Campaign now active   Tue Mar 02, 2010 4:21 pm

Brent, can I just be a ringer? Aka every now and then just tell me who's all too big for their britches so I can go scorched earth on their asses? Sort of like a random event Ork pirate raid? Pretty please with a deffrolla on top?
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Brent

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PostSubject: Re: Campaign now active   Wed Mar 03, 2010 2:50 am

yes tim you can
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Tim



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PostSubject: Re: Campaign now active   Wed Mar 03, 2010 7:29 am

Sweeeeet.
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The Mauler

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PostSubject: Re: Campaign now active   Wed Mar 03, 2010 3:32 pm

Where do we post to schedule games? Like with people we are attacking? Can we get a thread up for that? Maybe just like a "I'm comin to get some" thread?
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