The Ground CampaignGround ForcesForces
- A force is a Warhammer 40k sized army ranging in value from 1000-2000 points. A force is the basic independent unit of a player's army, which is defined as the sum total of all your forces. You may divide your army into any number of forces, provided that they all fit within the points limits. You may have any number of forces in a region.
- If for any reason a force is reduced to less than 1000 points, it must either be immediately reinforced, or link up and merge with another force.
- In order to link up with another force, the force must be able to trace a contiguous path towards an allied force through friendly territory. If this can be done, then the smaller force is immediately moved the entire distance to the same region of the larger force, and the two forces are merged into one. Note that this movement is an exception to the normal Movement rules. If the force cannot trace a contiguous path towards an allied force or a resource center (or be reinforced back above 1000 points, as described below), or is airlifted out, then it is destroyed. What actually happens is the unit is wiped out, scatters, starves, or goes "behind enemy lines" to take the fight to the enemy. In game terms the force no longer exists.
- A force can only be reinforced if the force can trace a contiguous path through friendly territory towards an allied resource center, or if it is resupplied from orbit.
- If for any reason a force increases in size to more than 2000 points, it must immediately be split into two forces of between 1000-2000 points. The two new forces do not have to equal in size.
- Each force can move one sector per turn. When two forces enter the same sector, a battle occurs equal in size to the total points value of the smallest force engaged, or to an agreed points value no larger than the total points value of the smallest force engaged.
- If a race has a fleet in orbit with Space Superiority, then that race may move one force per turn into any other region on the planet, whether it is occupied or not. Other than the special method of movement, the rest of the force and movement rules are in effect. E.g., if the force is reduced below 1000 points, it must be reinforced, join up with another force, or be destroyed. A friendly orbiting fleet can airlift the force out if the fleet is still present. This is a bold but risky maneuver. It allows a player with Space Superiority to easily outflank opponents, but forces moved in this way risk being cut off should the fleet lose Space Superiority.
- Moving through an Allied Territory. Forces are allowed to move through an ally's territory without claiming that territory, subject to agreement of both players involved.
- Instead of moving, a force can do the following things within a region:.
- Fortify: Fortifying a region means constructing defenses, and gives a bonus whenever an allied force is defending that position (e.g., free "fortifications" when being the defender in a scenario). If a friendly force is not present in the region when a fortified region is attacked, then the attacking force will lose D6 x 50points of troops as it sets off mines, deals with sentry weapons, etc. Fortifying a region costs 10 resources.
- Construct: Constructing within a region means building a resource center, which produces a bonus in the revenue from that region. This is race specific, e.g. a Tyranid Bio-Factory, an Eldar Webway portal, an Imperial Factory/supply depot, etc. There can only be on construction in a region at any given time, and a race can only use its own type of construction. Constructing a resource center costs 50 resources.
- Raze: This can only be performed in a region that has a construction present. The player may use his force to destroy an opposing forces construction. This is necessary if a force then wants to make a construction of its own. Any construction that is recaptured without having been razed will provide its owner will its full resource points value.
Each turn, roll 2D6 for each force in your army. On a roll of 12, consult the following table:
Random Events chart:
- Dark Eldar Raid! The force is attacked by a Dark Eldar Raiding party and must fight a battle.
- Tyranid Infestation! The force is attacked by a Tyranid Brood and must fight a battle.
- The force has undergone misfortune--a violent storm, mechanical breakdowns, illness, etc. Lose D6 x 50 points worth of troops from the force.
4 Nothing happens
- Nothing happens
- Reinforcements! A small unit of special ops troops have returned from behind enemy lines. Gain D3 x 50 points worth of troops for the force.
BattlesWhen two forces occupy the same region after movement, a battle is fought. The points value of the battle is the points value of the sum of the smallest side's forces in the battle, or to a points value agreed upon by both players, that does not exceed the total points value of the smallest side's forces.
Combat over a region is fought until one of the following occurs:
- One side voluntarily withdraws from the region.
- One side loses enough points through casualties to bring it below 1000 points, at which point the force is forced to retreat per the Forces rules.
Choosing a Scenario
Scenarios are chosen in one of two ways:
- Both Players agree on a scenario, subject to the battle type below
- Rolling on a table according to the battle type below
If neither side has fortifications in the region:
Roll a D12 to determine which battle to play, re-rolling results of "12"
- Night Fight
- Take & Hold
- Meat Grinder
In the cases of Take and Hold, Meat Grinder, Ambush, Rearguard, or Breakout, the Larger Force can choose who is the attacker and who is the defender for the scenario, otherwise, roll a D6, with the highest rolling player choosing.
If one side has fortifications in the region
The player who owned the fortifications is the defender.
Roll a D3 to determine which battle to play:
- Bunker Assault
If the region contains a city
Roll a D8 to determine which battle to play, re-rolling results of "8"
- Meeting Engagement
- High Ground
- Relief Force
- Fire Sweep
- Coup de Main
- The Gauntlet
- Grand Assault
Roll a D6, with the highest rolling player choosing who is the attacker and who is the defender.
- A Resource Center is a location where an army has built up some infrastructure that allows it to reinforce or resupply its forces with men and materiel. The exact type of Resource Center is race specific. For example, an Imperial Guard army's resource center might be a factory or military training installation, while for Eldar it might be a Webway portal through which supplies are sent. Resource Centers are the only method, other than a fleet in orbit around the planet, that a race can reinforce its forces. A race may only use the Resource Centers that were built by their own race. For this reason, Resource Centers are very valuable and should be heavily defended.
Revenue is earned by totaling the sum of all the resource values of a race's occupied territory.
- Revenue is earned every 3 turns.
- A region without a city is worth 1 resource.
- A region containing a city is worth 3 resources.
- A region containing a only a Resource Center is worth 10 resources.
- A region containing a Resource Center and a city is worth 12 resources.
Revenue is gained by totaling the sum of all the resource values of a race's occupied territory.
- Ground Reinforcements. Additional troops/forces may be bought at a rate of 20 points per resource.
All troops bought may be deployed with any force that can trace a contiguous path through territories to a Resource Center owned by the purchasing player. If the troops bought exceed 1000 points, they may be alternatively be deployed as a separate force in any territory with a Resource Center. If a player has Space Superiority, then they may place the reinforcements with any of their forces, regardless of where they are on the planet.
- Fortifications. A force my construct fortifications within a region where it is located. Fortifications costs 10 resources to build. A region may only be fortified once. A region that has been razed may be fortified again, however.
- Construction. A force may construct a Resource Center in the region it is located. A Resource Center costs 50 Resources to build. A region may only have one Resource Center.
The Space Campaign
- A Fleet is a Battlefleet Gothic sized fleet between 250 and 1250 points value. A fleet is the basic unit of a player's Battlefleet, which is defined as the sum total of all your fleets. You may divide your battlefleet into any number of fleets, provided that they all fit within the points limits. You may have any number of fleets in a sector.
- If at any time a fleet is reduced below 250 points, it must move towards the nearest allied fleet, moving as per the normal rules, and attempt to join it at the earliest opportunity.
- A fleet may move one sector per turn. When two opposed fleets enter the same sector, a battle is fought.
- A jump point is where reinforcements arrive to the system. When reinforcements arrive in the system, they may arrive at any jump point which is not in a sector occupied by enemy forces.
If a fleet is uncontested in orbit around a planet for a turn, then it has obtained Space Superiority. This produces the following benefits:
- A fleet with Space Superiority may provide a supply route for any of their forces on the planet below.
- A fleet may perform one of the following per turn:
- A fleet may airlift any one of its forces from one region to any other region on the planet.
- A fleet may perform an orbital bombardment of enemy forces. To do this, the player nominate a single enemy force on the planet, and that force suffers D6 x 50 points worth of casualties.
When two opposed fleets enter the same sector, a battle is fought. The points value of the battle is the points value of the sum of the smallest side's fleets, or to a points value agreed upon by both players, that does not exceed the total points value of the smallest side's fleets.
Combat over a sector is fought until one of the following occurs:
- One side voluntarily withdraws from the sector.
- One side loses enough points through casualties to bring it below 250 points, at which point the fleet is forced to retreat per the Fleets rules.
If a fleet that has been reduced to below the minimum fleet points value and is attacked by a larger enemy fleet before being able to rejoin a friendly fleet, the defending player must roll on the following chart:
1 The defending fleet is caught totally by surprise and wiped out. The attacking fleet takes no losses.
2 The defending fleet is caught totally by surprise and is wiped out, after putting up a token defense. The attacking fleet loses one ship on a D6 roll of 4+, attacker's choice.
3 The defending fleet is wiped out, but fights bravely until the end. The attacker loses D3 ships, attacker's choice as to which ships are lost.
4 The defending fleet escapes, but suffers heavy losses. The defending fleet loses D6 ships, defender's choice. The survivors (if any) of the defender's fleet may make an immediate move into an adjacent sector. The attacker suffers no losses.
5 The defending fleet escapes, but not without loss. The defending fleet may make an immediate move into an adjacent sector. The defending fleet loses one ship, defender's choice. The attacker suffers no losses.
6 Through brilliant maneuvering, the defending fleet escapes! The defending fleet may make an immediate move into an adjacent sector. Neither side suffers losses.
BFG Campaign Rules
The basics of the BFG rulebook's campaign "Aftermath" rules are used with the following changes. A player can use the BFG Experience rules if they wish instead. Therefore it can be used by those players who are willing to do the extra paperwork for their own forces. Each player is responsible for keeping track of their own forces' experience.
- Spoils of War. Rather than controlling systems, the winning player controls the sector.
- Adjust Renown. For the purposes of the campaign, Renown has no effect other than bragging rights.
- Promotions and Demotions. Same as above.
- Ship Experience. These rules are in full use. However, a player may choose to change experience values for escort ships as capital ships, and during a battle use the average Ld value in the squadron during battles (round up)
- Repairs & Withdrawals. Only the Repairs rules are used, not the Withdrawal rules. However ships may only be repaired at a Repair Facility, which has a Repair Points value. Any critical damage is repaired immediately after a battle, and does not have to be repaired at a Repair Facility.
- Appeals. The only appeals that can be made are for Reinforcements or Refits. Rather than rolling for every chance at getting one of these, the all players either automatically get one roll of reinforcements, or they may forgo the reinforcements roll and get a chance to get a refit instead.
- Reinforcements: Every turn a player can make a reinforcements roll of D6 x 20 points. These points can be banked up and then ships purchased. When ships arrive they arrive at the Jump Points. Such ships can be held in reserve, so player can bring multiple ships at once if the player has been saving the points to do so.
- Refits: If a player forgoes his reinforcements roll for a turn, he make may an attempt for a Refit roll. If he succeeds on getting a 5+ on a D6, he may Refit one of his ships per the rules in the rulebook.
- Repair Facilities
- A Repair Facility is a place where a player can repair his ships. In addition to being a base of operations, these are also locations where vital raw materials can be found. For purposes of simplicity, any race can use a Repair Facility. They cannot be destroyed.
- There are several Repair Facilities located in the Arcadia System. Every planet in the Arcadia System is assumed to have a Repair Facility, either on an orbiting space station, or perhaps a moon. Any section with Asteroids in it is also assumed to have a Repair Facility.
- Each turn a Repair facility can repair D6 points worth of damage to a capital ship in a fleet in that sector.