Site hosted by Angelfire.com: Build your free website today!

The Campaign Rules


CONTENTS
Terms/ Glossary
Army Breakdown
Resources
The Turn
Experience
Campaign Progress
Printable Rules


TERMS/ GLOSSARY (back to top)


Landing Craft
Reinforcements come into play via this unit
Detachment
An army comprised of between 500 and 1,000 points
Combat Force
Detachment used to conquer territory
Occupation Force
Detachment used to defend friendly territory
Reconnaissance Force
Detachment used to gain intelligence on territories and enemy Detachments
RP (resource points)
Currency earned through conquest and spent on reinforcements
EXP (experience points)
Currency earned through exceptional action of units and spent on Battle Honors
Territory
Geographical unit of the campaign map
Unoccupied Territory
Territory with no controller
Occupied Territory
Territory controlled by a player
Hazard Feature
Territory specific rules to impede progress
Resource Feature
RP rich strategic structure within a single territory
Casualty
A model killed in a battle
Down
Unit that fell back off the table during a battle. Its fate is to be detirmined
Destroyed
Unit reduced to zero models in a battle
Annihilated
Detachment that has no surviving units

 


ARMY BREAKDOWN (back to top)


Each player writes a master roster totaling 2,150 point, adhering to standard force organization, with the additional requirement of including a 3rd HQ choice. At least one of the 3 HQ choices must be less than 150 points. Special Characters are allowed (an encouraged). The master list represents the entire strike force employed by the player during the campaign. Models and units that are lost in battle can be replaced but new units may not be added to the master roster. Detachments are created from the master roster. Each player creates 3 detachments from the initial 2,150 points, each no less than 500 points, and no more than 1,000 points. The makeup of these detachments may be changed during the campaign, during the Supply phase. Detachment types and rules are as follows.


COMBAT FORCE
This detachment is used to gain control of territory by moving into an unoccupied territory or by invading an enemy territory and defeating it. It can move 3 spaces through friendly territory, and 1 space into unoccupied or enemy territory. This is the only Detachment that can claim territory. It MUST have an HQ and 2 Troops.

OCCUPATION FORCE
This detachment is used to defend territory that you control, and can move through your own contiguous territory quickly to repel enemy invasions. It can move 5 spaces through friendly territory. This detachment may not leave your territory. It MUST have an HQ and 2 Troops.

RECONNAISSANCE FORCE
This detachment is used to scout and gather intelligence on territories before invading them, as well as execute raids and sabotage missions against enemy territories. This detachment moves quickly over unoccupied territory, and can attempt to sneak through enemy territory. It can move 3 spaces through friendly territory, 2 spaces through unoccupied territory, and 1 space into enemy territory. It MUST have an HQ and at least 1 Troops or Fast Attack. It MUST NOT include any 2+ saves or vehicles with combined armor values of more than 33.

In unoccupied territory, Reconnaissance Forces will roll to determine what hazards and resources lie within a territory, but can not capture it. In enemy territory, roll on the table below.

RECONNAISSANCE TABLE
1 Reconnaissance Force is captured and annihilated. (see below)
2-4 Reconnaissance Force is undetected. Intelligence gathered on enemy roster, and last purchase of RP.
5-6 Reconnaissance Force is undetected, gathers intelligence (as above) and may move again

 

*NOTE* Any player fielding an unconventional assault army such as Tyranids, Dark Eldar, or Necrons is not required to field Occupation Forces, and may instead choose to field 2 Combat Forces or 2 Reconnaissance Forces.

LANDING CRAFT
Each player controls a squadron of landing craft, which brings reinforcements and supplies to the strike force detachments on the ground. The landing craft begin at the designated start location for each player, but can move to any friendly territory on the map. Reinforcements that arrive via landing craft can only reach their target detachments if a contiguous path can be made through friendly territory.



RESOURCES (back to top)


The currency in the campaign is measured in RP, and is gained through controlling territories as well as strategic resources within certain territories. The RP value of territories increases towards the center of the map. Strategic resources (as well as hazards) are determined randomly when they are entered by a Combat or Reconnaissance Force. When an unoccupied territory is entered, roll on the following table:

TERRITORY TABLE
1 Hazard (roll again)
2 Hazard
3 Nothing
4 Nothing
5 Resource
6 Resource (roll again)

 

HAZARD TABLE
1 Explosions Each turn, units roll a D6, on a 1 the unit suffers D6 S3 automatic hits
2 Booby Traps Whenever a unit rolls a 1 on a difficult terrain roll, it suffers D6 S3 hits
3 Ambush D3 units of cultists arrive using Deepstrike rules
4 Daemon Ambush D3 units of daemons arrive using Deepstrike rules
5 Warp Leak All activated psychic abilities are negated on a 4+ and all failed psychic rolls trigger a perils of the warp attack
6 Blackout Night Fight rules in effect, -1 LD modifier on pinning tests

 

RESOURCE TABLE
1 Weapons Cache One time bonus +4RP
2 Comm Array Re-roll results on Reconnaissance table +2RP
3 Docking Bay Adds +1 movement within friendly territory +2RP
4 Infirmary Free reinforcements of infantry (bikes too) in this territory +3RP
5 Factory Free reinforcements of vehicles in this territory +3RP
6 Armory Free reinforcements, fortifications, D3 sentry guns. May defend adjacent territories +4RP

 


THE TURN (back to top)


  1. SUPPLY
  2. MOVEMENT
  3. BATTLE
  4. RESULTS

 

1: SUPPLY
During this phase, players tally up their RP from territories and tactical resources. RP may be spent on reinforcements during the Supply phase at a cost of 100 points per 1RP. Reinforcements arrive on the map via the landing craft, which may move to any friendly territory during the Supply phase. (Again, reinforcements may on reach their target detachments if a contiguous path can be drawn through friendly territory.) Players must make the amount of their RP purchases known. What RP has been spent on is kept in the players log book, legibly, and is secret. In addition to reinforcements, players may spend RP on Stratagems, detailed in the following table.

STRATEGEMS
5 RP Strike from the skies! A single units gains the Deepstrike ability for a single game.
5 RP Pop outta that manhole! A single unit gains the Infiltrate ability for a single game (no 2+ saves).
5 RP Where'd he come from? A single units gains scout or flanking for a single game (no 2+ saves).
15 RP Flying first class Player may build a Docking Bay in a friendly territory.
20 RP I like this spot Player may build an Armory in a friendly territory.
50 RP OMG PWNAGE! Player may create another detachment, It must follow a second roster, have at least 500, no more than 800 points, include 2 Troops, and NO HQ. (*note* - if this additional Detachment is ever annihilated, it cannot purchase reinforcements)

Players may also redistribute the units that comprise their Detachments during the Supply phase, as long as the Detachments in question share the same territory or are adjacent (meaning that they would've moved together in the last campaign turn). The cost to redistribute is 5RP, and this covers any amount of unit exchange between the 3 forces from the master roster. The redistribution does not prevent the detachment from moving. If a player has purchased a 4th or even a 5th Detachment, the additional Detachments cannot redistribute units.

 

2: MOVEMENT
After reinforcements have been purchased and any distributions finalized, Detachments may now move. Players determine order by rolling a D6 and adding their army's strategy rating. Highest goes first, second highest goes second, and so on. Each Detachment may move in every Movement phase, but Detachments go at different times. For example, all players' Reconnaissance Forces will move first, then all players' Combat Forces, followed by all players' Occupation Forces, each in the order determined by the roll.

Reconnaissance Forces move First. They may move 3 in friendly territory, 2 in unoccupied territory, or 1 in enemy territory.

Combat Forces move first. They may move 3 in friendly territory, 1 in unoccupied or enemy territory.

Occupation Forces move last. They may move 5 spaces in friendly territory.

Any Combat or Reconnaissance Force that has moves leftover from moving through friendly or unoccupied territory may move into enemy territory. (For example, a Combat Force may move 2 through friendly and then 1 into enemy territory.) Any number of Detachments may occupy any territory. This order is designed to offer Reconnaissance Forces the opportunity to gather information for the benefit of the Combat Forces, before determining how players will defend friendly territory with Occupation Forces. If one Detachment invades another, the invaded Detachment may not move out of the territory and must defend itself.

STACKING
If more than one Detachment of the same player occupy the same or an adjacent territory, their Detachments stack. Stacking is an advantage in terms of a points boost. Players may stack one Detachment by adding half of the second Detachment to it, rounding down. These stacking units always start the battle in reserve.

(For example, a 700 point Occupation Force and a 600 point Reconnaissance Force occupy adjacent territories. An enemy Combat Force invades and a battle takes place. The defending player may stack up to 300 points of reserves from the Reconnaissance Force and bolster the Occupation Force.)

 

3: BATTLE
At last the fun part!

Since battles, raids, breakthroughs and sabotages have been nixed in 5th edition, we will use 4th edition missions, and alter the rules concerning scoring units to now be Troops choices, with additional units depending on the Detachment. Elites will count as scoring units in Combat Forces. Fast Attack will count as scoring units in Reconnaissance Forces. Heavy Support will count as scoring units in Occupation Forces.

When a Combat Force invades an enemy territory with an enemy force within, a battle is played. The invader is the attacker, the defender, the defender. Duh.

When a Reconnaissance Force enters an enemy territory against a Combat or Occupation Force, it may choose to execute a raid or a sabotage mission as the attacker. If a Reconnaissance Force attacks another Reconnaissance Force, a Recon Mission is played.

The type of battle, its objectives, and its special rules are ultimately up to the discretion of the players. Use your best judgement. Have fun!

 

4: RESULTS
After winners and losers are determined, post battle actions take place. Different actions take place for different Detachments. But first the fates of the units involved in the battles must be determined.

Any model that is killed counts as a casualty. Any unit that has fallen back off the table or is falling back when the game ends counts as Down. Any vehicle that was immobilized counts as Down. At the end of the game, roll for each unit that is down, to determine if it was able to retreat, or was destroyed.
HQ - survives on a 3+
Infantry - survives on a 4+
Vehicles - survives on a 5+

Casualties and destroyed units can be replaced buy purchasing reinforcements in the Supply phase. Detachments that have no surviving units are annihilated. Rules for annihilated Detachments are covered later.

Combat Forces that win the game take or keep control of the territory. Combat Forces that lose must move to an adjacent friendly territory or it is annihilated.

When Reconnaissance Forces win a Raid, the attacker steals the RP that territory provides for the next turn. If they win a Sabotage, a single Resource, chosen by the attacker, is destroyed. In addition, the winning Reconnaissance Force can relocate to the nearest friendly territory. If the Reconnaissance Force loses it must roll a D6: if a 1 is rolled the Detachment is annihilated, if not it must retreat to the nearest friendly territory.

If an Occupation Force wins the game, the attacker must retreat according to its detachment rules or be annihilated. If the Occupation Force loses, it must retreat to an adjacent friendly territory or be annihilated.

ANNIHILATED!!!
Annihilated Detachments are completely destroyed and must be purchased in full at double the regular cost in RP. They must come into play in the territory with the player's landing craft.

 


EXPERIENCE (back to top)


Units can gain experience throughout the campaign and learn new skills to complement their veteran status.

1 EXP Participate in battle
1 EXP On winning side
1 EXP Break enemy in assault
1 EXP Destroy a unit/ Destroy a vehicle
1 EXP Count as scoring unit/ claim objective

When a unit gains enough experience to earn a Battle Honor, roll on the appropriate table, re-roll any repeats. If a unit is destroyed, it loses all EXP and must start over. Reinforcements will share Battle Honors with a unit they are replenishing.

EXP BATTLE HONORS
4 1
8 2
16 3
24 4
32 5
40 6

 

INFANTRY BATTLE HONORS
1 Tank Hunters Unit adds +1 on vehicle damage table
2 Move Through Cover Unit adds extra die to difficult terrain rolls AND re-rolls failed dangerous terrain
3 Ferocious Unit gains +1 attack
4 Stoic Ignores negative modifiers on morale AND re-roll failed morale checks
5 Combat First Aid Unit ignores first failed armor save per turn (doesn't work against instant death)
6 Deadshot Units gains +1 BS

 

VEHICLE BATTLE HONORS
1 Tank Hunter Adds +1 to rolls on vehicle damage table
2 Nitrous Vehicle adds 6" to maximum movement (only maximum distance improved)
3 Terrifying -2 LD to Tank Shocks
4 Hard Asses May force opponent to re-roll the result on the his vehicle damage roll
5 Camoflauge Receives 5+ cover save
6 Deadshot Vehicle gains +1 BS

 

HQ BATTLE HONORS
1 Tank Hunter HQ adds +1 on vehicle damage table
2 Immortal HQ gains +1 W
3 Ferocious HQ gains +1 attack
4 Inspiring Once per game, grants all friendly units within 12" +1 attack for that turn
5 Combat First Aid HQ ignores first failed armor save per turn (doesn't work against instant death)
6 Deadshot HQ gains +1 BS

 


CAMPAIGN PROGRESS (back to top)


Two objectives are located in key territories on the map, and must be captured in order to win the Campaign. The Chapter Master Kabal Maalhim possesses the helmet Pravus Wing, and Master Chaplain Vates possesses the Obsidian Rosarius. Both of these artifacts must be held by the same Force in order to enter the Spire Frith at the heart of the city. A special mission is played to simulate the attack on the Spire and Hox himself. If the attacker fails, both artifacts are returned to their respective Forgotten commanders, and must be recovered again. If the attacker wins by eliminating Hox, the Campaign ends, and a final fun battle is played to simulate the hasty retreat to exit the planet before the warp storms collapse on the system and suck everything into the warp.

PRAVUS WING
Surrounds the bearer with a protective field that reduces incoming attacks that are S7 or higher to S6.
OBSIDIAN ROSARIUS
Grants the bearer a 4+ invulnerable save, or adds +1 to an existing invulnerable save.

 


PRINTABLE RULES (back to top)

Click here for print version

 


Back To Fury at Tempest Claustrum homepage