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Thread: 40K Planetfall

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    40K Planetfall

    Planetfall



    The key to any armed campaign is Supply. In Planetfall, keeping Supply Lines going to the armed forces at the front become as vital as the battles at the front themselves. After all what is the point in winning the battle to only find your forces cut off and surrounded.

    Logistics and Supply are the vital lynchpins in any form of armed ground campaign. Planetfall takes land campaigning to the most important level, which is Logistics and Supply, while not detracting from the all important Conflict of the Front Line.


    Planetfall uses the Hexagonal Map Tiles produced by GW and looks at how generals can plan strategies and employ their own tactics across a planet wide campaign.

    Supply Lines include Munitions, Food, Water and Fuel.

    To supply the Supply Lines there must be Production Zones that allow the supplies to be produced. These may be Factory or City Zones or maybe Naval, Air or Space ports that are being constantly replenished with supplies in their own right.

    Whatever is Producing the Supplies requires Raw Material Zones to supply it with the key raw materials. Mining areas, Water Tiles and Agricultural grounds are all Raw Material Zones that are as vital to the War Effort as anything else in the campaign.

    Since 40K is set in the far flung future, certain armies require more or less of one Resource or Supply than another. Necrons and Tyranids don’t ‘farm’ (at least not in the human sense) and neither do Orks. Each race will be dealt with separately with their own Logistical Special Rules at the end of these rules.




    Basic Rules

    A Race’s ‘Armed Forces’ will be called ‘Divisions’ within this rules set.

    A Division is a force of comparable strength across all races.

    The size of an Infantry Division for the Imperial Guard is between 6000 to 10000 men.

    Most Divisions are generally categorised into three different Division ‘classes’; Infantry, Mechanised and Armoured.

    These different classes of Division have advantages and disadvantages over other types of Divisions. This is explained in more detail in the ‘Combat Phase’ of the rules later on – see Combat Phase.

    Different types of Divisions also require different amounts of supply and in general the more powerful a Division Type then the more logistical support the Division will require.

    Other common Division Classes are Air Divisions, Navy Divisions and Defence Divisions.

    Some races use particularly strange or unique types of Division Types and these are dealt in more detail at the end of the rules under the race specific rules.

    The type of race and the type of Division will determine various factors, from how effected it is in battle, how fast it can move and how it is to be supplied. It also indicates how long the Division will last after Supplies are cut off and it is under siege.




    Turn Phases

    Logistics Phase

    This is where players decide which Divisions to Supply and Support. This is where your overall Strategy starts to take effect – you do have a Strategy don’t you?!

    Initiative Phase

    The player that has the fewest Divisions on the Planet Surface wins the Initiative.
    If there is a tie then the Initiative goes to the player with the fewest Logistical Supply Markers placed on the map. If there is still a tie then the youngest player wins the Initiative.

    Movement Phase

    This is where players put into action their diabolical plans for world domination. Suffice to say Divisions are allowed to move in this phase.

    Combat Phase

    Death, Carnage and a lot of Noise.

    End Phase

    Any actions that have to take place in the End Phase take place now.

    Total World Destruction quite often happens here!

    Divisions that have spent their last turn with ‘No Supply’ are removed from play.

    At this point one player or the other may concede defeat and surrender the planet (what are you, a coward?!)

    Logistics Phase

    Planetfall Sites are placed on the Map.

    Logistic Supply Line Markers are placed on the Map.

    Logistical Supply Line Markers

    The Logistical Supply markers generated by production zones must be placed on the Map so that they form an unbroken chain, with the help of other friendly generated Logistical Supply Markers, that touch at least one of the tiles that is next to the Production zone that is generating the Logistical supply Markers.

    To supply a Division or to successfully connect to a Raw Material zone (see later) the chain must be placed so that one of the markers is placed in the tile it is trying to supply and there is an unbroken chain of Logistical Supply Markers to the Production Zone.

    Divisions that are not linked with Logistical Supply Line Markers are noted as ‘Under Siege’. You might do this by adding a white marker or turning the division model on its side or upside down.

    Titan, Ship and Light Fortification Support

    Divisions that are being supported by Titans or Capital Ships are noted at the start of the Combat Phase - see the Combat Phase for more details

    Divisions that are being Lightly Fortified this turn are noted in the Logistics Phase.

    Planetfall Sites

    Players with Space Ships can designate any passable tiles on the Map as a Planetfall Site.

    A Planetfall Site allows the player to land Divisions and Suplies on the planet surface and also sometimes for withdrawing supplies or Divisions that are trapped.

    A player that wishes to land Divisions or Supplies can nominate one of the tiles on the Map as a Planetfall Site.

    They can nominate as many sites as they have ships. So if the player has 3 Capital Ships and 8 Transport Ships then they can nominate 11 Planetfall Sites

    Generally any tile can be nominated including sea tiles and Difficult Terrain Tiles.

    There are some special restrictions that are explained later in the rules but the only normal restrictions mentioned here is that Divisions that cannot normally move in a tile cannot be landed in that tile. Air Divisions can only be landed on a Air Production Zone and a Navy Division can only be landed on a Sea or Coastal Tile.

    A Planetfall Site is automatically destroyed and removed from the Map if an Enemy Division moves onto the tile that has the Planetfall Site located on it in the Movement Phase.

    This means that during the Movement Phase it is possible to deny Planetfall Sites by moving Divisions onto them.

    A marker is placed to designate the fact it is a planet fall site and it receives the following stat line:

    Name Planetfall Production Zone
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Logistics +2

    If there is already a Production Zone on the Tile then the Logistics Stat of +2 is added to the Production Zone.

    Raw Material and
    Production Zones

    Certain Areas on the Map have a classification of being a Raw Material Zone or a Raw Bunker Zone

    ‘Raw Material’ Zones are:

    ‘Raw Material – Fuel - Zone’
    ‘Raw Material – Water – Zone’.
    ‘Raw Material – Food – Zone’.
    ‘Raw Material – Munitions – Zone’.

    These are areas of the Map that contain a certain useful resource that can be exploited by a Production Zone. They are extensive areas of natural resources such as Oil fields, Seas, Farm Land, High Yield Fishing Areas etc that can be used to provide excess quantities of supplies.

    ‘Raw Bunker’ Zones are:

    ‘Raw Bunker – Fuel - Zone’
    ‘Raw Bunker – Water – Zone’.
    ‘Raw Bunker – Food – Zone’.
    ‘Raw Bunker – Munitions – Zone’.




    Raw Bunker Zones are areas that have vast stockpiles of particular raw materials that can be used by Production Zones.

    ‘Production Zones’ are:

    ‘Production - City – Zone’
    ‘Production – Hive – Zone’
    ‘Production – Industrial – Zone’
    ‘Production – Water Treatment - Zone’
    ‘Production – Oil Refinery – Zone’
    ‘Production – Space Port – Zone’.
    ‘Production – Air Port – Zone’.
    ‘Production – Planetfall – Zone’.

    Production Zones are areas on the planet that have the ability to convert raw materials into usable supplies and/or the means to transport supplies (via Logistic Markers) across the Map.
    Production Zones represent vast factory making zones, Water Treatment Plants, Oil Refineries etc that can churn out on-masse the supplies to feed an army.

    Raw Materials Supplying Production Zones

    Raw Materials automatically flow into Production Zones if there is a clear Land or Coastal Tile passage from the Raw Material Zone to the Production Zone.

    The presence of Enemy Divisions in a Zone or Tile automatically block the supply of Raw Materials through a Zone.

    As long as the Production Zone is linked by an unblocked series of Land or Coastal Tiles to the Raw Material Zones it will automatically be able to produce the appropriate supplies to send along its own Logistical Supply Link Markers.

    For example a City Production Zone has the Following Stat Line:

    Name City Production Zone
    Water 2
    Fuel 2
    Munitions 2
    Food 2
    Logistics 4

    If all four Water, Fuel, Munitions and Food Raw Material or Bunker Zones can draw a clear line across Land and Coastal Tiles to the City then it will produce 2 Water, 2 Fuel, 2 Munitions and 2 Food Supply Counters ain the Logistics Phase.

    If, however, it cannot draw a clear line from a particular Raw Material or Bunker Zone that it will generate no supplies that are based on that raw material.

    For example if the City Production Zone above cannot draw a clear line to a Raw Material/Bunker Oil Zone then it cannot supply any Divisions with Oil.

    It can still generate other supplies if it is connected to Water, Munitions and Food Raw material/Bunker zones.

    Cutting Supply Lines:

    Cutting a Raw Supply Line

    A Raw Supply Line is cut if there is no route through unoccupied land territory from the Raw Material Zone to the Production Zone in the Logistical Phase before any movement has taken place.

    Logistical Supply Lines to the Raw Material Zone from the Production Zone must also have been cut.

    Note that lines are cut before the movement Phase and so are in effect cut in the previous turn.

    Logistic Supply Line Markers

    Different Production Zones can generate a different number of Logistical Supply Line Markers depending on its Logistics Stat Line score.

    To represent this in Planetfall each Production Zone is allowed a certain number of Logistical markers to place on the board each turn in the Logistical Phase.

    These markers are used to link the Production Zone with Divisions or to Link Raw Material Zones that are located in a water tile or are otherwise cut off.

    Spare markers that are not used are wasted.

    Production Zones can only Supply a limited number of supplies along its Logistical Supply Lines depending on its Water, Fuel, Munitions and Food scores on the Production Zone’s stat line.

    Production Zones are given a Stat Line. This will vary from planet to planet but a typical set of Stat Lines are given below:

    Name City Production Zone
    Water 2
    Fuel 2
    Munitions 2
    Food 2
    Logistics 4

    Name Hive Production Zone
    Water 3
    Fuel 3
    Munitions 3
    Food 2
    Logistics 6

    Name Industrial Production Zone
    Water 0
    Fuel 1
    Munitions 4
    Food 4
    Logistics 8

    Name Water Treatment Production Zone
    Water 6
    Fuel 0
    Munitions 0
    Food 0
    Logistics 8

    Name Oil Refinery Production Zone
    Water 0
    Fuel 6
    Munitions 0
    Food 0
    Logistics 8

    Name Space Port Production Zone
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Logistics 4




    Name Planetfall Production Zone
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Logistics 2


    Name Airport Production Zone
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Logistics 4

    Name Navy Production Zone
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Logistics 8

    Special: Navy Logistical Supply Markers can only placed on Sea or Coastal Zones

    Name Logistics Production Zone
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Logistics 6

    Spare Resources

    Any spare Resources that a Production Zone has left over are wasted and not carried over to the next turn.

    Supplying Divisions

    Supply Lines

    There are two separate types of Supply Lines – Raw Supply Lines and Logistics Supply Lines.

    Raw Materials Supply Line sends Raw Materials to Production Zones.

    Logistics Supply Line connecting Production Zones to Divisions.

    Logistic Supply Lines can also be used to link up to Raw Material Zones that are cut off or to create a long link to another Production Zone - see below for more details.

    Logistical Supply Lines

    Each Division that has an unbroken Logistical Supply Line can be supplied with the appropriate number of Resource points available from linked Production Zones as long as the Production Zone has enough of the required Supplies and is itself connected to appropriate Raw Material Zones.

    For Example a PDF Infantry Division has the following Stat Line:

    Name/Type Infantry
    Division Support ?
    Move 1
    Supply Water 1
    Fuel 1
    Munitions 1
    Food 2
    No Supply 5

    The Infantry Division requires one Water, one Fuel, one Munitions and one Food Supply point supplied to it in the Logistics Phase of the turn to keep it functioning as normal.

    A City Production Zone has the following Stat line:

    Name City Production Zone
    Water 2
    Fuel 2
    Munitions 2
    Food 2
    Logistics 4


    This means that as long as the city can draw the resources from appropriate Raw Material Zones, the City would be able to supply up to 2 Infantry Divisions with every resource needed.

    Raw Material Shortage

    If a Production Zone is not linked to an appropriate resource zone, then that resource cannot be provided and any linked Divisions must find the required resource from another logistic link or be considered ‘Under Siege’.






    Sharing Logistical Supply Markers

    Any Production Zone’s Logistic Supply Markers can be used by another Production Zone in a Logistical chain to provide other resources. In effect the other resources can pass along its Logistic Markers.

    To do this the linked Logistical Marker must be in a Zone either next to the Production zone or one of its own Logistical Supply Markers.

    Logistical Supply Lines can link up to another friendly Production Zone or to another friendly logistical marker to create a chain. Supplies can travel in either direction along these Supply Lines.

    Markers need only to be placed in an adjacent tile to the linked production zone and not in it.

    Linking Up Raw Material Zones

    Logistical Supply Line counters can also be used to link up Raw Material Zones. This is usually used as a last resort to help areas that have been cut off or Raw Material Zones located in difficult to access areas such as Water Tiles.

    Free Resource

    A Division that is in a Raw Material Zone can automatically be supplied with 1 point of that Resource for free.






    Supply Lines Across the Sea

    Logistical Supply Lines can be used to connect Divisions across Water Tiles as normal. Logistical Supply Lines are the only way to connect Raw Material Zones that are situated on a Water Tile to a Production Zone.

    The Logistical markers must end
    in the Raw Material Zone. Note that this is different to linking Production Zones.

    Cutting Supply Lines:

    Cutting a Logistical Supply Line

    If there are not enough Logistic Supply Markers to reach a Division then that Division is cut off and considered to be ‘Under Siege’ – see below.

    A Logistic Supply Marker cannot be placed in a tile that has an Enemy Division in it.

    The Supply Line is cut as long as no other Logistical Supply Line markers can make an unbroken chain from the Production Zone to the Division, or second Production Zone/Raw Material Zone.

    Divisions Under Siege.

    Divisions that have had their Supply Lines cut can survive for a number of turns equal to their ‘No Supply Stat’, starting from the first logistical phase where it is not possible to link the Division.

    During this period the Divisions can still move and act as normal.



    They can still be supported by Titans as long as they are supplied with the appropriate fuel points and there are logistic markers in place to connect it to the Titan Production Zone.

    They can still be supported by Space Ships in orbit.

    In the End Phase of the final Campaign Turn indicated by their No Supply stat the Division is considered destroyed and is removed if it has not been supplied up to that point.

    If it is supplied then its status returns to normal.

    Water, Fuel, Munitions and Food can be represented is best worked out on paper by simple Book Keeping.

    Specialised Production Zones

    Some Production Zones are resource specific. This means that they can supply only a limited type of resource from a Raw Material Zone to another tile.

    For Example an Oil Refinery Production Zone has the following stat line:

    Name Oil Refinery Production Zone
    Water 0
    Fuel 6
    Munitions 0
    Food 0
    Logistics 8

    This means that the Oil Refinery can supply 6 points of Fuel along a connected logistical line, as long as it has access to a Raw Fuel Zone.

    The Oil Refinery cannot produce any other type of resource by itself, even if it has links to another type of Raw Material Zone.
    Other Production Zones do not produce any specific supplies themselves but instead act as ‘links’ for other Production Zones and supply lines.

    For example:

    Name Airport Production Zone
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Logistics 4

    Name Navy Production Zone
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Logistics 8/Special

    Special: Navy Logistical Supply Markers can only placed on Sea or Coastal Zones

    Name Logistics Production Zone
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Logistics 6


    Divisions and Supplies from Space

    A Space Port or a Planetfall site allows supplies that are onboard Space Transporters and Capital Ships in orbit around the planet to be delivered to the ground.

    A Ship in orbit allows any Divisions that it carries to land in either a Spaceport or a Planetfall Site.

    Planetfall Sites have the following Stat Line:

    Name Planetfall Production Zone
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Logistics 2

    Alternatively Divisions may be picked up in a turn. A ship Stat Line will state the maximum amount of Divisions that it can carry.

    Landing and picking up Divisions or Supplies cannot happen in the same turn.

    Landing Air Divisions on the Planet Surface

    An Air Division can only be placed on an Air Production Zone that is unoccupied by enemy Divisions on the Map.

    Supply Ships improve the space port or Planet fall water, Fuel, Munitions or Food stat line depending on the type of Supplies that are landed.

    Name Space Port Production Zone
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Logistics 10

    A number of examples of different supply ships are given below:

    Generic Supply Ship
    Water +5
    Fuel +5
    Munitions +5
    Food +5







    Titan Supply Ship
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Special: Allows one Spaceport or Planetfall Site is located to become a ‘Titan Production Zone’.

    Fuel Supply Ship
    Water 0
    Fuel +10
    Munitions 0
    Food 0

    Water Supply Ship
    Water +10
    Fuel 0
    Munitions 0
    Food 0

    Food Supply Ship
    Water 0
    Fuel 0
    Munitions 0
    Food +10

    Munitions Supply Ship
    Water 0
    Fuel 0
    Munitions +10
    Food 0

    Heavy Fuel Supply Ship
    Water 0
    Fuel +20
    Munitions 0
    Food 0

    Heavy Food Supply Ship
    Water 0
    Fuel +20
    Munitions 0
    Food 0

    Heavy Water Supply Ship
    Water +20
    Fuel 0
    Munitions 0
    Food 0

    Heavy Munitions Supply Ship
    Water 0
    Fuel 0
    Munitions +20
    Food 0




    Transport Ship
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Special: A Transport Ship can pick up to 2 Divisions and take them into orbit in the Logistics Phase. Alternatively the Transport Ship can land up to 2 Divisions on the planet surface. It cannot do both in the same turn.

    Heavy Transport Ship
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Special: A Transport Ship can pick up to 5 Divisions and take them into orbit in the Logistics Phase. Alternatively the Transport Ship can land up to 5 Divisions on the planet surface. It cannot do both in the same turn.

    Keeping Track of Supply Ship Cargo

    Every Space Ship should be recorded with its own Stat Sheet. This allows things like the type and amount of Divisions on board different ships to be recorded as well as the amount of supplies remaining onboard the ships.

    The amount of supplies a supply ship provides to a Production Zone is reduced from its stat line and recorded on its Stat Sheet.

    For example a Food Supply Ship has the following Stat Line:

    Food Supply Ship
    Water 0
    Fuel 0
    Munitions 0
    Food +10

    It provides +2 Food Supply Points to a Planetfall site on the first turn.




    This reduces its Stat Line to:

    Food Supply Ship
    Water 0
    Fuel 0
    Munitions 0
    Food +8

    When reduced to zero the Supply Ship can no longer supply any Food.

    Supplying a Space Port or Planetfall Site.

    A Ship can only Supply one Space Port or Planetfall site a turn. It can however carry out other actions.

    Refilling Supply Ships

    Once a Supply Ship has finished landing all of its supplies in the Space Port or Planetfall Site the Supply Ship is empty and must be refilled.

    A Supply Ship can Refill if it Lands in a Planetfall Site that is located on an Appropriate Raw Material Zone.

    Space Ships can be seen as Production Zones in this sense as they prepare Raw materials into Logistical Supplies.

    This can only happen if the Space Port or Planetfall Zone is supplied by an appropriate Raw Material/Bunker Zone.

    If playing the game on only one planet, the Ship can leave orbit and return 5 turns later filled with Supplies.





    Alternatively, if playing a multi system campaign then the Supply Ship status is recorded and can refill by travelling back and forth between planets – this could take many campaign turns depending how many Planetfall Game Turns you fit into a BFG Campaign Turn. In our Campaign one BFG Turn consists of 5 Planetfall turns.

    Standoff

    If an Enemy Division occupies a Raw Material Zone then only the enemy will be supplied by that Zone.

    If Divisions on both opposing sides occupy a Raw Material Zone then the Zone does not produce any Raw Materials for either side during the turn.

    If 2 or more Divisions on opposing sides occupy a Production Zone then no Supplies or Logistic Markers are Produced by the Production Zone.

    Airport Production Zones that are occupied by the enemy will automatically destroy any opposition Air Divisions that are stationed there.

    The world is not flat(!)

    Supply Lines, as well as movement, is not restricted to the edges of the Map.

    Supply lines can be extended from one Latitudinal Tile Edge of the Map onto the opposite Latitudinal Tile Edge.




    Supply that moves off any North Longitudinal Tile Edge of the Map comes back on to any Tile along the North Longitudinal Edge of the Map.

    Supply that moves off any South Longitudinal Tile Edge of the Map comes back on to any Tile along the South Longitudinal Edge of the Map.

    Initiative Phase

    The player that has the fewest Divisions on the Planet Surface wins the Initiative.
    If there is a tie then the Initiative goes to the player with the fewest Logistic markers in play. If there is still a tie the youngest player goes first.

    Winning the Initiative Means that Player can choose to go first or second in the Movement phase.

    In the Combat Phase the Player that won the Initiative can choose to play a Division first or second on each tile conflict.

    In the End Phase the Player may choose to go first or second.

    Movement Phase

    Players take it in turn to move individual Divisions. The player that one the Initiative may choose to go first or second.

    Landing Divisions from Space

    Planetfall of Divisions at Spaceports or Planetfall sites are made in the Movement Phase.



    Moving Divisions

    Divisions are allowed to move a certain number of Map tiles as shown on their Stat Line.

    Some Divisions are effected in the movement phase as indicated below:

    Map Tiles

    Land Tiles – Impassable to Navy Divisions.

    Difficult Terrain

    Mountain Zones –
    All movement impassable.

    Non Bridged River Zones – Reduces Movement by one square out of the Tile Zone to a minimum of one square. So a Division that has two movements and wishes to move into a River Zone can with no restrictions.

    If a Division wants to move out of the square its movement is reduced to one square.

    Jungle/Heavy Forest Zone – Reduces Movement to 1 Zone– Counts as Lightly Fortified for Infantry.

    Coastal Zones –
    Passable to all types of Divisions including Navy

    Sea Zones –
    One Square of Movement only and is classed as a Ship Transport Division with the type of division noted.

    Ship Transport Divisions are beaten by Air and Navy Divisions

    Most Sea Tiles are considered Raw Material – Water – Zones, depending on the type of world of course.

    Air Divisions

    Air Divisions do not suffer any of the above movement restrictions.

    An Air Division is placed up to 10 Tiles from its base after all other movement has taken place but before the Combat Phase. After the Combat Phase the Division is returned to its Air Base immediately. If the Air Base is captured in the Combat Phase then the Air Division is destroyed.

    Alternatively the Air Division can be moved to a friendly/unoccupied Air Production Zone within 10 squares.

    Sharing Tiles

    Several Divisions can share the same Map Tile but they must all be supplied, if they are not to be classed under siege.

    Entering Occupied Tiles

    If a Division enters a Tile that is occupied by an Enemy Division then the Enemy Division has a choice.

    Withdraw

    The Division may immediately withdraw to an adjacent tile that has no enemy Divisions currently occupying it.

    This withdraw counts as the Division's movement for the turn.



    The Division can only withdraw once in a turn. If another opposition move brings an enemy Division onto the same tile, the Division is forced to hold its ground and fight in the Combat Phase.

    If a Division withdraws then the attacking player’s Division may continue to move up to its move allowance. This may mean that it catches the enemy Division in the tile to which it had withdrawn.

    A ‘Withdrawing’ Division should be noted with a counter that it has withdrawn this turn. It cannot withdraw again and if forced to do so at the end of the Combat Phase it is automatically destroyed.

    Battle

    Alternatively the enemy Division can decide to fight in the combat phase.

    Both Divisions are pinned in the tile and must remain stationary even if they have not already moved that turn or have some movement allowance left.

    Rearguard Action

    The enemy can choose to Withdraw some Divisions from the tile and Hold with others that occupy the same tile. The Divisions can Withdraw to different tiles.

    Planetfall

    A Player that still has Divisions on Transport Space Ships including Capital Ships can attempt to land them in the Movement Phase.



    Each Ship the Player has can nominate one friendly Planet Fall Site or unoccupied Spaceport on which to make Planetfall and places their Divisions onto it.

    As many spaceships as the player wants can land Divisions or supplies at a single Spaceport or Planetfall Site.

    Destroying Planetfall Sites

    Enemy Divisions that move onto a tile hat has a Planetfall Site removes the Planetfall Site from the tile.

    Any Divisions that have already landed are then in combat with the enemy division in the Combat Phase.

    The World Is Not Flat!

    Division Movement can be extended from one Latitudinal Tile Edge of the Map onto the opposite Latitudinal Tile Edge.

    Divisions that moves off any North Longitudinal Tile Edge of the Map comes back on to any Tile along the North Longitudinal Edge of the Map.

    Divisions that moves off any South Longitudinal Tile Edge of the Map comes back on to any Tile along the South Longitudinal Edge of the Map.

    Combat Phase

    The player that won the Initiative this turn chooses in which order the Tiles Zone combats are fought. In each Zone he can choose to go first or second in each combat.

    When rival Divisions meet on the Map, conflict is a process of elimination.

    Mechanised beats Infantry.

    Armoured beats Mechanised

    Mechanised and Armoured are beaten by Infantry in Jungle/Forest terrain.

    Air beats Armoured/Mechanised/Navy/ Sea Transports

    Navy beats Sea Transports

    Infantry, Armoured, Mechanised, Air, Navy beat Silos

    Airport Production Zones that are occupied by the enemy will automatically destroy any enemy Air Divisions that are stationed there in the End Phase.

    Who goes first?

    The player who won the Initiative decides to go first or second.

    How Battles are fought

    The first player puts forward one Division in the zone to do combat with an opponent in the zone.

    The Player must declare now if the Division is supported by Titans or Spacecraft and whether it is subject to any other special rules such as fortification, Daemon Support etc.

    If the player does not declare or forgets to declare any of these special rules or abilities they cannot then declare this support for the Division later in the combat phase.

    The second player then nominates a Division of their own with which to battle the first Division.
    Again any special Rules that the Second Player wishes too use must be declared in this first battle otherwise no support etc. is allowed.

    The outcome of the battle is dictated from the lists above.

    This will either result in one Division being destroyed or in a Standoff.

    If one Division is destroyed then it is removed from the Map.

    The other Division remains where it is on the Map.

    The winning Division then stays in place and the losing player nominates another one of their Divisions to attack the surviving Division.

    The first Player then nominates another different Division if they have one to fight a second battle.

    The second player nominates another different Division to fight this second battle and the battle process is repeated.

    Multiple battles are fought until one side or the other runs out of Divisions to nominate.

    If this happens, a player that has spare Divisions, that have not yet fought, has a choice what too do with these spare Divisions.


    They can either choose to battle an enemy division that has one a previous engagement.

    Or

    They can attack in a Battle that originally was a Standoff.

    Standoff

    Divisions that are the same as each other or do not feature on the list result in a Standoff.

    Both Divisions remain where they are on the Map.

    They maybe attacked later in the game if a player has spare Divisions to commit to the engagement.

    Overwhelming Force and how to Force a Breakthrough

    If two opposing Divisions cannot defeat each other because they are of the same division type or they are not featured on the Battle list then both Divisions are considered in a Standoff.

    The two Divisions are left on the Map Tile and the combat phase continues in that zone with the first player choosing another Division if they have one to fight against another Division of the second player if they have one.

    If one player has a spare Division and the other player does not the spare Division can either be committed to one of the stand off battles that has happened in that zone to ‘Force a Breakthrough’ or used to attack a surviving enemy division.

    This can be any Standoff Battle in that zone that has occurred and is the choice of the controlling player.

    Force a Breakthrough:

    When one side outnumbers the other in a Standoff then a Breakthrough occurs.

    The outnumbered Division is destroyed and is removed by the owning player. The other player then removes one of their outnumbering Divisions as destroyed as well. This can be either of the two Divisions in the Standoff.

    Players must always attack with any spare Divisions that they have on the Tile. They cannot hold any Divisions back.

    The process continues until all of the Divisions have been used or one side has no Divisions left in the tile.

    End of Combat Results

    If there is still at least one combat that is a Standoff between two Divisions, after all the battles have been fought on a tile, then the player that has the most surviving Divisions wins the conflict on that tile.

    The non Fortified losing Divisions are forced to Withdraw and follow the Withdraw rules below. The victorious Divisions must remain stationary in the tile.






    If both sides in the Stand Off have an equal number of surviving Divisions in the zone then the side that lost the most number of Divisions during that turn’s conflict loses the Conflict.

    If both sides lost no Divisions or the same number of Divisions then the overall Conflict is a Standoff and all Divisions on both sides remain in the Zone.

    Fortified Units do not have to withdraw unless the owning player wishes them to.

    If the Zone is a Fortification Zone then next turn all Divisions that moved into the Zone in this turn or were there already count as fortified and should be noted as such with an appropriate marker – see Fortification below.

    Air Divisions

    Air Divisions do count when counting the number of Divisions in the square, but do not need to make a Withdraw move unless they are currently located in their own Air Production Zone. If forced to withdraw in this case then they are destroyed and removed from the Map.

    Withdraw

    Divisions Withdrawing must immediately withdraw to a tile that has no enemy presence.

    Because a Division can only withdraw once in a turn, if a Division that has already withdrawn to a tile is forced at the end of combat to withdraw again it is destroyed.

    If there are no tiles available to withdraw to then the Divisions are destroyed. Withdrawing Divisions cannot enter impassable Tiles.

    Divisions can withdraw onto Water Tiles but count as Sea Transport Divisions while they remain in the Sea Tile.

    Division Type

    Infantry
    Armoured
    Mechanised
    Navy
    Air
    Silo

    Statistics for Divisions

    Name/Type Infantry
    Division Support ?
    Move 1
    Supply Water 1
    Fuel 1
    Munitions 1
    Food 2
    No Supply 5

    Name/Type Armoured
    Division Support ?
    Move 2
    Supply Water 1
    Fuel 2
    Munitions 2
    Food 1
    No Supply 1

    Name/Type Mechanised
    Division Support ?
    Move 3
    Supply Water 1
    Fuel 3
    Munitions 2
    Food 1
    No Supply 2








    Name/Type Navy
    Division Support ?
    Move 1
    Supply Water 1
    Fuel 1
    Munitions 2
    Food 1
    No Supply 3

    Name/Type Sea Transport
    Division Support ?
    Move 1
    Supply Water +1
    Fuel 1
    Munitions 0
    Food +1
    No Supply 3
    Special
    Sea Transports are able to transport Land Divisions. Land Divisions are simply converted into Sea Transport Divisions when they move onto Water Tiles and, at the Players Choice, Coastal Tiles.
    Water and Food resources are added to the type of Division the transport is carrying. Only one Fuel is needed and zero Munitions.

    Name/Type Air
    Division Support none
    Move Special - 10
    Supply Water 1
    Fuel 5
    Munitions 3
    Food 1
    No Supply 0
    Special – An Air Division is placed up to 10 Tiles from its base after all other movement has taken place but before the Combat Phase. After the Combat Phase the Division is returned to its Air Base immediately. If the Air Base is captured in the Combat Phase then the Air Division is destroyed.

    Name/Type WMD/Silo
    Division Support Fortified
    Move 0/Special
    Supply Water 0
    Fuel 0
    Munitions 5
    Food 0
    No Supply 1

    Special: The silo cannot move but the attack can strike anywhere on the Map, including its own tile, with a WMD Weapon

    Name/Type Defence Laser/Silo
    Division Support Fortified
    Move 0/Special
    Supply Water 0
    Fuel 0
    Munitions 2
    Food 0
    No Supply 1

    Special: Each Defence Laser Silo has a 4 Zone range that prevents one Space Ship in a turn from either firing WMD Weapons or Supporting a Division or landing or picking up Divisions or providing supplies within that range without the ship being destroyed in the process. If a player does sacrifice a ship then the action for the ship is carried out and then the ship is removed. WMD Weapon’s effects are still acted out in the End Phase.
    This attack is against any one enemy Ship during the turn.

    Division Support –
    Space, Titan, Fortification

    Capital Space Ship Support

    Space Cruisers in Orbit can affect the ground campaign.

    Each Capital Ship in orbit allows the player to gain the effectiveness of another ‘type’ of Division for that turn only during the combat phase for one of their Divisions.

    For example an Infantry Division calls in the support of a Space Ship and decides to get the benefit of being a Mechanised Division as well as an Infantry Division for the combat phase of the turn.

    This is done when both players reveal their Division that will fight with in the combat phase on that Tile.

    Once improved the Division gains all the benefits of the New Division but none of the disadvantages of the Division.

    For Example an Infantry Division decides to get the benefits of a Mechanised Division. During the Combat Phase the Division is able to have a Stand Off against Mechanised Divisions and destroy Infantry Divisions. Since it is still an Infantry Division with only the benefits of a Mechanised Division then it cannot be destroyed by a lone Armoured Company.

    The Division can still be destroyed by the opponent using a Breakthrough with a second Division.

    This can make Divisions very powerful when supported from space.

    Weapons of Mass Destruction (WMD)

    Capital Ship also carry nuclear type missile weapons and virus agents that can lay low whole Map Tiles.
    These weapons are called WMD for the terms of these rules.

    As well as supporting a Division, a Ship can use a WMD weapon in the end phase.

    See End Phase for the Rules on WMD Weapons.

    Titans

    A Division can have Titan support if it has Logistic Supply Lines from a ‘Titan Supporting Production Zone’.

    These Zones are nominated as such before the campaign begins during the Map Creation.

    The Zones can only be located on already existing Production Zones and are considered upgrades to the Zone in this respect.

    Titan Effects

    Titan support has a similar effect as Space Ships. The effect of this support is accumulative with other Titan Support and Ship support.

    Scout Titans gives the ‘Mechanised’ Ability to any Division.

    Reaver and Warlord Size Titans give the ‘Armoured’ Ability to any Division they are supporting.

    Mega Gargant and Imperator size Titans gives the ‘Lightly Fortified’ Ability to any Division they are supporting – see Fortification Rules below.

    Supplying Titans

    Titans increase the Munitions needed for Supplying the Division by the following amount.

    Scout Titan - +1
    Reaver/Warlord Size - +2
    Mega Size - +3

    Titan Supporting Production Zones can Supply any type of Titans size within the Division’s fuel limits.

    When supporting Divisions with Titans this is declared during the Logistics Phase. A note must be made of which Divisions are supported. This is not a secrete and the opponent is allowed to know.




    If no Titan Support is declared for any Divisions then the Titans can not be used in the Combat Phase of that turn.

    Heavily Fortified

    Most Divisions become fortified when they start their turn in a Heavily Fortified Zone that is noted as such on the Map.

    Heavily Fortified Tiles are usually generated when producing the Map but can also be upgraded by players at the start of the game when choosing forces.

    A Division that is Heavily Fortified always considers itself the same type of Division as the attacker and is always considered on Stand Off with its opponent and so is only removed by ‘Overwhelming Force’ and ‘Forcing a Breakthrough’.

    Heavily Fortified Divisions do not need to Withdraw at the end of the Combat Phase unless the owning player chooses to.

    Heavily Fortified Divisions have special rules when regarding being attacked by WMD Weapons. See the rules in the End Phase on WMD Weapons for more details.

    Lightly Fortifying a Division

    In the Logistics Phase any Division that is not naturally Heavily Fortified for any reason can Lightly Fortify itself. For that turn the Division cannot move but is classed as Lightly Fortified





    Being Lightly Fortified has all of the same benefits as normal Heavy Fortification except it does not protect the Division from WMD in the End Phase .

    Some Divisions are considered Lightly Fortified even when they move and throughout the whole turn. Space Marine Divisions are an example of this. These special Divisions are covered under their own rules later.

    End Phase

    Any actions that have to take place in the End Phase take place now. The player who won the initiative can choose to go first or second.

    Removing Planetfall Sites

    Planetfall Sites are removed from the Map. Titan Production Upgrades remains on the tile.

    Remove Air Divisions

    Airport Production Zones that are occupied by the enemy will automatically destroy any enemy Air Divisions that are stationed there in the End Phase.

    Weapons of Mass Destruction (WMD)

    (If you ever wondered where those WMD’s disappeared to then read on….)

    Capital Ships carry nuclear type missile weapons and virus agents that can lay low whole Areas of the Planet. These weapons are called WMD.

    As well as supporting a Division, a Ship can use a WMD weapon in the end phase.

    For every Capital Ship a Player owns they can Nominate one Zone on the board in the End Phase to be hit by a WMD.

    Zones that are hit by WMD are classed as a Destroyed Zones and should be indicated as such on the Map.

    Divisions that are not Heavily Fortified are destroyed in the Zone (friend and foe) and any Logistic and Raw Supply links are also removed or blocked.

    Non Fortified Raw Material Zones are destroyed.

    Non Fortified Production Zones are destroyed.

    The Jungle Characteristic of a Zone hit by a WMD is removed.

    In the following turn after the Zone has been destroyed Land Based Divisions cannot move through the Zone and surviving Fortified Divisions can not move out of the zone.

    Combat is still fought in the zone and any divisions forced to withdraw are destroyed.

    Logistical Supply Markers cannot be placed on the Tile in the Logistics Phase and the tile is considered blocked for the purpose of supplying raw Materials unless the Zone itself is a Fortified raw Material Zone.

    Fortified Production Zones that are situated in a Destroyed Zone can still produce supplies and Logistic Markers. However, no Logistic markers may be placed in a destroyed Zone on the first turn after it was destroyed.

    On the second turn after WMD weapons have taken affect movement returns to normal as do the supply rules.

    However everything that has been destroyed remains destroyed.

    Destroyed Zones

    Land Tiles that are destroyed are now lifeless barren rock tiles.
    They can be passed through but generate no Raw Materials.

    Coastal Tiles are a mixture of lifeless barren rock and water.

    A Water Tile that has a WMD Weapon used upon cannot generate Water raw Materials

    Exterminatius

    A planet is considered to have been Exterminated if there are no more Raw Material Zones and no more Production Zones left on the planet’s surface. Remember Fortified Zones will almost certainly have to be destroyed by a land invasion.

    All water tiles will have to be individually hit by WMD weapons

    The planet is considered Uninhabited with no cities for campaign purposes.

    Under Siege

    Divisions that have spent their last turn with ‘No Supply’ are removed from play in the End Phase.


    Total World Domination

    A the end of the End Phase see if one of the players has won the game.

    A standard game is won if one side has at least one Division on the surface of the planet (not in a ship) and the other player has no Divisions left, either in a ship or on the surface.

    If the planet is Exterminated then the Game is a draw.

    Some Races have some very specific ways in which they are victorious and this is described in the race section below.

    One player may concede defeat and surrender the planet and the game to their opponent

    A player who has no Divisions or Capital Ships left has to automatically concede defeat.

    Advanced Rules

    Stratagems

    At the start of each Campaign turn both players secretly nominate 3 ‘Stratagems’. These vary from Tactical Ploys, to allowing leading characters free reign, to employing assassination tactics.

    These should be noted down and then revealed to their opponent.

    Characters.

    Air Marshal –
    One Air Division nominated at the start of the turn before movement is allowed to make two attacks. It must survive the first attack to be able to amount the second attack. If it is destroyed in the first attack the Stratagem is wasted.

    Field Marshal –
    One Division facing an Overwhelming Force or attempting a Breakthrough may nominate to fight an equal points epic battle. With the winning Division remaining in place and the looser being Destroyed. This Stratagem is played during the combat phase on any Division in a Breakthrough situation.

    Sea Lord –
    One Navy Division nominated in the Combat Phase is able to Standoff against one Air Division that attacks it. It can also force a breakthrough even if it is the first Division to attack. It is eliminated in the attack however.


    Administrator (Stats of 1 throughout) –
    One of the Production Zones doubles its output of Supplies. Note Logistics Markers stay the same.

    Assassin –
    One of the enemy Characters has an assassination attempt made on their life.

    Choose one 40K figure that has the infiltrating Ability to act as the assassin from the appropriate army list.

    No extra war gear is allowed to be chosen for this model apart from what can be chosen from the codex list entry. No Retinue is allowed.

    The Assassin must act on their own.

    The Character to be assassinated is chosen from characters in the HQ 40K army list. No war gear except that which is optional in the HQ Army List entry may be chosen. No Retinue is allowed.

    The Sentry rules are used in the game with the exception that the sentries remain in play and carry just the basic weapon type of that race.

    The table top terrain is placed by the character player but may not include any fortifications or impassable or dangerous terrain.

    The Character starts in the middle of the board and may not move until the sentries raise the alarm.
    The assassin comes on the board by any table edge including if the Assassin has morphine or deepstrike or infiltrating special rules.
    The game ends when the Character dies, The Character leaves the board edge or the assassin is killed.

    Tactical Ploys

    Out Flanked – One Division that is under attack can move to any unoccupied square – Played in the Combat Phase

    Cordon Off – Cancels the effect of ‘Out Flanked’ – played in the combat phase.

    Forced March – move one Division one extra Tiles at the end of the Movement Phase after all other Divisions.

    Retreat – Allows one Division that has Withdrawn to ignore all the rules for that first withdraw. This means the Division can withdraw a second time at which time it will follow all he normal withdrawn rules.

    Heavy Fortification – Allows one Division to be Heavily Fortified for this turn only – this is played at the start of the movement phase and stops the Division from moving – this fortification is effective against WMD Weapons that target the Divisions. It does not, however, fortify the Zone itself against WMD Weapons or other Divisions in the Zone.

    Surgical Strike – Allows one Armoured or Mechanised Division to attack an enemy Division that it is in a Standoff with in a random Blitz 40K game. The winner survives and the loser is destroyed – played in the combat phase.
    Guerrilla War –

    Allows one Infantry Division to attack another Division it is in a Standoff with in a Random ‘Raid’ 40K Game.
    The winning Division survives and the losing Division is destroyed – played in the combat phase.




    Type of planet

    The type of planet has an effect on the different Production Zones giving added bonuses as well as some negative effects to its Production Zones. These bonuses/negative effects are only applied to Production Zones that already generate that particular Resource. If they do not generate that Resource then there is no bonus applied. No negative effect can take Production to below ‘0’.

    Some type of worlds also have additional special rule that apply to them. These are noted under the worlds description as special.



    Forge World

    Water 0
    Fuel 0
    Munitions +2
    Food 0

    Special –
    3 Fortified Zones
    2 Titan Production Zones
    4 Defence Laser Silos
    1 ‘X’ Weapon Missile silo
    1 Raw Food Zone
    1min Raw Water Zone
    3 Raw Fuel Zones
    3 Raw Munitions Zones

    1 Hive Production Zones
    5 Industrial Production Zones
    2 Water Treatment Production Zones
    3 Oil Refinery Production Zones
    3 Space Port Production Zones
    4 Air Port Production Zones
    0 Navy Port Production Zones
    5 Logistics Production Zones
    4 City Production Zones

    Hive

    Water -1
    Fuel 0
    Munitions +1
    Food -1

    Special –
    2 Fortified Zones
    1 Titan Production Zones
    4 Defence Laser Silos
    1 ‘X’ Weapon Missile Silo
    1 Raw Food Zone
    1min Raw Water Zone
    1 Raw Fuel Zones
    1 Raw Munitions Zones

    6 Hive Production Zones
    3 Industrial Production Zones
    4 Water Treatment Production Zones
    3 Oil Refinery Production Zones
    3 Space Port Production Zones
    3 Air Port Production Zones
    0 Navy Port Production Zones
    3 Logistics Production Zones
    6 City Production Zones



    Civilised

    Water 0
    Fuel 0
    Munitions 0
    Food 0

    Special –
    1 Fortified Zone
    1 Titan Production Zones
    3 Defence Laser Silos
    1 ‘X’ Weapon Missile Silo
    3 Raw Food Zone
    3min Raw Water Zone
    3 Raw Fuel Zones
    2 Raw Munitions Zones

    0 Hive Production Zones
    2 Industrial Production Zones
    2 Water Treatment Production Zones
    3 Oil Refinery Production Zones
    2 Space Port Production Zones
    3 Air Port Production Zones
    0 Navy Port Production Zones
    3 Logistics Production Zones
    8 City Production Zones

    Industrial

    Water 0
    Fuel 0
    Munitions +1
    Food 0

    Special –
    1 Fortified Zones
    0 Titan Production Zones
    2 Defence Laser Silos
    1 ‘X’ Weapon Missile Silo
    1 Raw Food Zone
    1min Raw Water Zone
    2 Raw Fuel Zones
    2 Raw Munitions Zones

    1 Hive Production Zones
    6 Industrial Production Zones
    2 Water Treatment Production Zones
    3 Oil Refinery Production Zones
    3 Space Port Production Zones
    2 Air Port Production Zones
    0 Navy Port Production Zones
    3 Logistics Production Zones
    4 City Production Zones



    Mining

    Water +1
    Fuel +1
    Munitions +1
    Food 0

    Special –
    0 Fortified Zones
    0 Titan Production Zones
    2 Defence Laser Silos
    0 ‘X’ Weapon Missile Silo
    1 Raw Food Zone
    2min Raw Water Zone
    3 Raw Fuel Zones
    3 Raw Munitions Zones

    0 Hive Production Zones
    3 Industrial Production Zones
    4 Water Treatment Production Zones
    3 Oil Refinery Production Zones
    2 Space Port Production Zones
    1 Air Port Production Zones
    0 Navy Port Production Zones
    2 Logistics Production Zones
    2 City Production Zones



    Agricultural

    Water +1
    Fuel -1
    Munitions -1
    Food +2

    Special –
    0 Fortified Zones
    0 Titan Production Zones
    3 Defence Laser Silos
    0 ‘X’ Weapon Missile Silo
    6 Raw Food Zone
    4min Raw Water Zone
    1 Raw Fuel Zones
    1 Raw Munitions Zones

    0 Hive Production Zones
    0 Industrial Production Zones
    4 Water Treatment Production Zones
    0 Oil Refinery Production Zones
    3 Space Port Production Zones
    1 Air Port Production Zones
    0 Navy Port Production Zones
    3 Logistics Production Zones
    4 City Production Zones

    Feral

    Water -1
    Fuel -1
    Munitions -1
    Food -1

    Special –
    0 Fortified Zones
    0 Titan Production Zones
    0 Defence Laser Silos
    0 ‘X’ Weapon Missile Silo
    2 Raw Food Zone
    1min Raw Water Zone
    1 Raw Fuel Zones
    1 Raw Munitions Zones

    0 Hive Production Zones
    0 Industrial Production Zones
    0 Water Treatment Production Zones
    0 Oil Refinery Production Zones
    0 Space Port Production Zones
    0 Air Port Production Zones
    0 Navy Port Production Zones
    1 Logistics Production Zones
    1 City Production Zones



    Uninhabited

    Water -1
    Fuel -1
    Munitions -1
    Food -1

    Special –
    0 Fortified Zones
    0 Titan Production Zones
    0 Defence Laser Silos
    0 ‘X’ Weapon Missile Silo
    0 Raw Food Zone
    0min Raw Water Zone
    5 Raw Fuel Zones
    5 Raw Munitions Zones

    0 Hive Production Zones
    0 Industrial Production Zones
    0 Water Treatment Production Zones
    0 Oil Refinery Production Zones
    0 Space Port Production Zones
    0 Air Port Production Zones
    0 Navy Port Production Zones
    0 Logistics Production Zones
    0 City Production Zones

    Size of Planet

    As a rough guide most planets should be 20 WMD 12 Tiles Zones

    Land surface of planet

    Water Planet – Has as many land Tiles as it does Production Zones.

    So for example a Water Forge World Planet would have 27 land Tiles.

    Rock Planets – Has no water Tiles and -1 Water Production in all Production areas that can produce water.

    Mixed Planet – Has as many land Tiles as it has Raw Material Zones and Production Zones added together.

    Designing Planets

    1 Placing Raw Materials

    Players take it in turns to place Raw Materials anywhere on the planet surface up to the maximum number available starting with the player who owns the planet.

    All Water and Coastal Tiles are automatically Raw Material – Water – Zones.

    Raw Material – Water – Zones on Rock Planets are considered to be deep drilled aquifers in the planet’s crust.

    2 Placing land Tiles

    Each Player takes it in turns to place a land Tiles on the Map surface starting with the player who owns the planet. Once all land Tiles are placed coastal Tiles are placed along the edge of any land Tiles that boarder water Tiles.

    3 Placing Production Zones

    The player who owns the planet then places all of his Production Zones on either land Tiles or coastal Tiles.

    4 Generating Divisions

    If the game is a one off game and not part of a bigger Campaign then both players receive the same number of Divisions as there are Production Zones.

    Each Player Secretly notes what type of Divisions they wish to employ.

    The Planet Defender can choose from the following list.

    Infantry
    Armoured
    Mechanised
    Navy (Located on Coastal or Water tiles)
    Air
    Silos
    Raw Bunker Zones
    Heavy Fortification Zones

    The Planet Attacker gets to choose from the following list

    Infantry
    Armoured
    Mechanised
    Air (Can only be operated from an Airport Production Zone that is unoccupied or occupied by friendly Divisions)
    2xSupply Ships
    1xHeavy Supply Ship
    1xCapital Ship (Can Transport 1 Division)

    Every 2 Divisions not being transported in a Capital Ship is automatically loaded into a free Transport Ship. This does not go towards the limit of divisions.

    Number of Divisions and Division type in Campaigns will be dictated by your own Campaign rules.

    5
    Placing Silos and Raw Bunker Zones

    The player that owns the planet can place Silos and Raw Bunkers on any Tiles on the planet surface. This includes Land, Coastal or Water Tiles.

    6
    Placing Divisions

    The Player that controls the planet starts by placing all of their Divisions on to the Map.

    The Planetfall player places their Divisions in Transports in Orbit.
    The game then begins.


    Special Race Rules

    Space Marines

    Space Marine Divisions are always classed as Lightly Fortified even if they move.
    Space Marine Divisions can never be classed as Armoured or Navy.
    If the Planetfall Player has included a Capital Ship in the force and the Space Marine Division is on board, then any Space Marines can use Drop Pods for Planetfall.
    This allows a Space Marine Infantry Division to Make Planetfall on any Land or Coastal Zone without the Capital Ship Taking Damage. The Player can land the Division on any Tile not just on a Planetfall Site or Space Port.
    Space Marine Divisions only require 1 Food Resource per turn.

    Chaos

    Daemon Support
    Chaos Infantry always has Daemon Support. Daemon Support allows a Chaos Infantry Division to force a ‘Breakthrough’ with their First Division instead of having a Standoff. It is up to the Chaos Player’s choice to use Daemon Support or not.

    Chaos Space Marine

    Chaos Space Marine Divisions are Infantry or Mechanised.

    Daemon Support
    Chaos Spaced Marine Infantry Divisions always have Daemon Support. Daemon Support allows the Division to force a ‘Breakthrough’ with their Division instead of having a Standoff. This is the Chaos Player’s choice to use Daemon Support or not.

    If the Planetfall player has a Capital Ship with the Chaos Space Marine Division on board, Chaos Space Marines can use Drop Pods for Planetfall. This allows a Chaos Space Marine Infantry Division to Make Planetfall on any Land or Coastal Zone without the Capital Ship Taking Damage.

    Chaos Space Marine Divisions require only 1Food Resource per turn.


    Orks

    Ork Divisions require only 1Food Resource per turn. In addition Orks can survive longer on Minimal supplies. All Divisions gain +1 to the No Supply Stat.

    Tau

    Tau do not have Armoured Divisions.
    Tau do not make use of Titans as such but instead have giant flyers. They operate in the same way in the campaign game though and so Tau can use ‘Titan Production Zones’.
    Tau must always take the special Ethreal Character as detailed below as one of the three stratagems available to them.

    Ethreal Character:

    An Ethreal Character is played in each of the phases of the turn.

    Logistics Phase – The Tau Player can double the out put of Resources of one of their Production zones.

    Initiative Phase – The Tau Player
    Wins the Initiative if they have the most Divisions

    Movement Phase – One Division can move one extra tile than normal.

    Combat Phase – One Division can perform a Breakthrough attack even if they are in a Standoff

    End Phase – One Division that is on the last turn of No Supply is allow to Survive to next turn. This ability can be played on the same Division in following turns.

    If the Ethreal is Assassinated the Tau is reduced to 2 Stratagems only per turn

    Tyranid

    Tyranid Divisions are either Infantry, Armoured, Air, Transport Ship, Capital Ship or Navy– they cannot choose Mechanised or defence.
    Tyranid forces have no WMD Weapons.

    At least one Tyranid Choice must be a Capital Ship.

    Tyranid Divisions only use Logistical Supply lines to provide biotitans. Logistical Supply Lines are connected to their Planetfall zone.

    Tyranid Planetfall Zones receive their own Stat Line that replaces whatever was in the zone before them. Tyranid Planetfall Zones can be placed on any tile including water tiles.

    Name Tyranid Planetfall
    Production Zone
    Water -
    Fuel -
    Munitions -
    Food -
    Logistics Special

    As long as the Planetfall Zone can trace a clear line to any of their Divisions they can supply one Division with one type of Bio Titan.

    There is no limit to the distance or tile type covered as long as it is unoccupied by enemy forces (similar to Raw Supply Lines although Bio Titan Supply Lines can cross Water tiles).
    Tyranid Divisions survive by devouring the zone they are situated in, in the End Phase.

    Each Zone that is devoured gives the Tyranid Player one more Division of their choice that they can choose from their original attacking list. This Division can be placed on any Planetfall site that is not removed from the board in the End Phase.

    In the Logistical Phase place all land and coastal zones that are occupied by Tyranid Divisions as special ‘Waste Zones – the water zones will be devoured later once the conflict is over however anything else located in the tile is removed.

    Waste Zones

    Waste Zones have been stripped to there are bed rock.
    They cannot be used to produce raw Materials of any kind. In the future even if retaken.

    A tyranid Division that occupies a Waste Zone in the End Phase is destroyed.

    The Tyranid Player wins once every Land and Coastal zone is turned to a Waste Zone or a Destroyed Zone.

    The Tyranid Player can only ever choose the Assassin Character Stratagem.


    Eldar

    Eldar forces do not use Navy or Armoured Divisions.

    Eldar nominate 1 zone at the start of the first Logistics Phase of the game that has a web gate located in it.

    A web gate acts as a Fortified Space Port for the Eldar only.

    Eldar Divisions and Supply ships can always land from spacecraft through this web gate.

    Eldar can choose the Farseer Special character as one of their three characters.

    Farseers allow the Eldar Player to choose whether to win the Initiative or not. If playing against another Eldar Player then this ability is lost by both sides.


    Name City Production Zone
    Water 2
    Fuel 2
    Munitions 2
    Food 2
    Logistics 4

    Name Hive Production Zone
    Water 3
    Fuel 3
    Munitions 3
    Food 2
    Logistics 6

    Name Industrial Production Zone
    Water 0
    Fuel 1
    Munitions 4
    Food 4
    Logistics 8

    Name Water Treatment Production Zone
    Water 6
    Fuel 0
    Munitions 0
    Food 0
    Logistics 8

    Name Oil Refinery Production Zone
    Water 0
    Fuel 6
    Munitions 0
    Food 0
    Logistics 8

    Name Space Port Production Zone
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Logistics 4

    Name Planetfall Production Zone
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Logistics 2

    Name Airport Production Zone
    Water 0
    Fuel 0
    Munitions 1
    Food 1
    Logistics 4
    Special: Only 1 Air Division can Operate from one zone

    Name Navy Production Zone
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Logistics 5/Special









    Special: Navy Logistical Supply Markers can only placed on Sea or Coastal Zones

    Name Logistics Production Zone
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Logistics 6


    Generic Supply Ship
    Water +1
    Fuel +1
    Munitions +1
    Food +1




    Titan Supply Ship
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Special: Allows one Spaceport or Planetfall Zone to become a ‘Titan Production Zone’.

    Fuel Supply Ship
    Water 0
    Fuel +4
    Munitions 0
    Food 0


    Munitions Supply Ship
    Water 0
    Fuel 0
    Munitions +4
    Food 0

    Heavy Fuel Supply Ship
    Water 0
    Fuel +6
    Munitions 0
    Food 0

    Heavy Food Supply Ship
    Water 0
    Fuel +6
    Munitions 0
    Food 0


    Transport Ship
    Water 0
    Fuel 0
    Munitions 0
    Food 0
    Special: A Transport Ship can pick up to 2 Divisions and take them into orbit in the Logistics Phase. Alternatively the Transport Ship can land up to 2 Divisions on the planet surface see ‘Planetfall’ (see the Movement Phase below). It cannot do both in then same turn.


    Name/Type Infantry
    Division Support ?
    Move 1
    Supply Water 1
    Fuel 1
    Munitions 1
    Food 2
    No Supply 5



    Name/Type Armoured
    Division Support ?
    Move 2
    Supply Water 1
    Fuel 2
    Munitions 2
    Food 1
    No Supply 1

    Name/Type Mechanised
    Division Support ?
    Move 3
    Supply Water 1
    Fuel 3
    Munitions 2
    Food 1
    No Supply 2

    Name/Type Navy
    Division Support ?
    Move 1
    Supply Water 1
    Fuel 1
    Munitions 2
    Food 1
    No Supply 3

    Name/Type Air
    Division Support none
    Move Special - 10
    Supply Water 1
    Fuel 5
    Munitions 3
    Food 1
    No Supply 0
    Special – An Air Division is placed up to 10 Tiles from its base after all other movement has taken place but before the Combat Phase. After the Combat Phase the Division is returned to its Air Base immediately. If the Air Base is captured in the Combat Phase then the Air Division is destroyed.
    Alternatively at the start of the Combat Phase the Air Division can be moved to any unoccupied or friendly Air Production Zone on the Map instead of fighting in a combat.

    Name/Type WMD Missile Silo/Defence
    Division Support Fortified
    Move 0/Special
    Supply Water 0
    Fuel 0
    Munitions 5
    Food 0
    No Supply 1

    Special: The silo cannot move but the attack can strike anywhere on the Map with a WMD Weapon – see Space Ship rules for WMD Weapons






    Name/Type Defence Laser Silo/Infantry
    Division Support Fortified
    Move 0/Special
    Supply Water 0
    Fuel 0
    Munitions 2
    Food 0
    No Supply 1

    Special: Each Defence Laser Silo has a 4 Zone range that prevents any Capital Ship from firing WMD Weapons, Supporting a Division, landing or picking up Divisions or providing supplies within that range without the ship being destroyed in the process. If a player does sacrifice a ship then the action for the ship is carried out and then the ship is removed. WMD Weapon’s effects are still acted out in the End Phase.
    This attack is against any and all enemy capital and transport Ships throughout the turn.

    Titan Effects

    Titan support has a similar effect as Space Ships. The effect of this support is accumulative with other Titan Support and Ship support.

    Scout Titans gives the ‘Mechanised’ Ability to any Division.

    Reaver and Warlord Size Titans give the ‘Armoured’ Ability to any Division they are supporting.

    Mega Gargant and Imperator size Titans gives the ‘Fortified’ Ability to any Division they are supporting except against WMD Weapons in the End Phase.

    Supplying Titans

    Titans increase the Munitions needed for Supplying the Division by the following amount.

    Scout Titan - +1
    Reaver/Warlord Size - +2
    Mega Size - +3

    Forge World Hive

    Water 0 Water -1
    Fuel 0 Fuel 0
    Munitions +2 Munitions +1
    Food 0 Food -1

    Civilised Mining

    Water 0 Water +1
    Fuel 0 Fuel +1
    Munitions 0 Munitions +1
    Food 0 Food 0

    Industrial Feral

    Water 0 Water -1
    Fuel 0 Fuel -1
    Munitions +1 Munitions -1
    Food 0 Food -1

    Agricultural Uninhabited

    Water +1 Water -1
    Fuel -1 Fuel -1
    Munitions -1 Munitions -1
    Food +2 Food -1

    Cheers

    Mossmac


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  3. #2
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    Wow, that is a lot of rules.

    Best of luck finding someone to play this with you.

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    Member Macmoss's Avatar
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    Playtesting

    Already started the playtesting in the Summer where a lot of changes happened. Gone a bit quiet at the moment although some revision has taken place - I have a group of fellow gamers who love trying out new rule types and we had great fun developing this - Work has got in the way as well as a long holiday abroad but more games will be played out over the festive period to help in its development.

    It is by no means in its final form and will need more playtesting over Christmas.

    One thing that will happen is a more streamed lined version - something I have found in developing rules is - start off with all the detail you can think of and then playtest to stream out all the unwanted/not needed rules.....

    0:Happy Christmas:drinking:

    Mossmac:C

  5. #4
    I'm Back! Koss's Avatar
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    sounds cool,
    but so much to read... only got through 1/4 of it... but am liking what i am seeing. 8Y
    That is not dead which may eternal lie,
    for in strange aeons even death may die.

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