Post by squidy on Jul 16, 2008 21:53:48 GMT
I've come up with rules for a campaign I'm going to run. I have a "planet", which will be painted and stuff. Here are the rules:
Starting Out
Deploying:
Everyone starts with one territory on the planet. Territories should be marked with lines discriminating where a territory is. Numbers need to be placed in the territory for terrain set up. In order to see who chooses the first territory, roll a D6 and whoever gets highest gets to choose first. Then second highest, third highest and so on. This roll will also show who gets first turn. Also, in choosing you first territory, you must remain 2 territories away from another player’s first territory.
Spending First Turn’s points:
Everyone starts with 1,.000 points that they may spend on anything while it is their turn. What players buy must start in any territories owned by that player spending (which, on the first turn there is only one territory).
The Rules for every turn
Phases in a Turn
There are three phases in each turn and must be done in the order listed:
Purchasing:
This phase is where players buy anything the game rules allow. Players are granted 100 Points per beginning of each turn for every territory. This may be improved. Here are is the list of items you may purchase:
Units: the points you spend for a unit to move from territory to territory capturing and attacking territories. Price listings in player’s, faction’s codex.
Buildings: Buildings are placed in territories and grant more resources per turn. They cost 50 points and grant 10 point for every beginning of each turn to the player owning the territory the building is located (which means players can capture each others’ buildings so watch out!). The amount of buildings a player may own is the amount of terrain pieces in the territory where the buildings are being placed. In addition, players must replace each terrain piece for each building being placed and the building must be placed in the exact spot as the terrain piece was placed.
Boats: This is only useful if there are bodies of water separating landmasses. With boats you may move units across water from one territory to another where marked. Marks should be made with dotted line. Boats cost 20 points.
Movement:
In this phase players move units from one territory to another. Unforce organized armies may not move onto an enemy territory, unless armies combine to make a fore organized army. A player can only move a unit from one territory to another once. A player can’t move a unit to more than two territories in one turn.
Combat phase:
This phase only take place if one or more units move to a territory owned by a different player. If there are no force organization armies on the territory, the territory becomes the attacker’s territory. If the different player being attacked has a force organized army placed on the attacked territory, a standard Warhammer 40,000 battle starts on a 6’ by 4’ table with the territory’s terrain setup as the terrain for the battle. If the attacker has more points than the defender, the attacker must bump down points to the defender’s army’s point value. Whoever wins game wins the territory.
Special Rules:
Reinforcements:
If a player has two or more squads on a territory next to a territory being attacked, the defender may move units over to the territory being attacked to make it force organized. The units being moved over come in reserves.
Boat movement:
If a player attacks by moving units from one territory to another by water, half the attackers army comes in reserves.
Does this sound reasonable and is it understandable (like no confusion)?
Starting Out
Deploying:
Everyone starts with one territory on the planet. Territories should be marked with lines discriminating where a territory is. Numbers need to be placed in the territory for terrain set up. In order to see who chooses the first territory, roll a D6 and whoever gets highest gets to choose first. Then second highest, third highest and so on. This roll will also show who gets first turn. Also, in choosing you first territory, you must remain 2 territories away from another player’s first territory.
Spending First Turn’s points:
Everyone starts with 1,.000 points that they may spend on anything while it is their turn. What players buy must start in any territories owned by that player spending (which, on the first turn there is only one territory).
The Rules for every turn
Phases in a Turn
There are three phases in each turn and must be done in the order listed:
Purchasing:
This phase is where players buy anything the game rules allow. Players are granted 100 Points per beginning of each turn for every territory. This may be improved. Here are is the list of items you may purchase:
Units: the points you spend for a unit to move from territory to territory capturing and attacking territories. Price listings in player’s, faction’s codex.
Buildings: Buildings are placed in territories and grant more resources per turn. They cost 50 points and grant 10 point for every beginning of each turn to the player owning the territory the building is located (which means players can capture each others’ buildings so watch out!). The amount of buildings a player may own is the amount of terrain pieces in the territory where the buildings are being placed. In addition, players must replace each terrain piece for each building being placed and the building must be placed in the exact spot as the terrain piece was placed.
Boats: This is only useful if there are bodies of water separating landmasses. With boats you may move units across water from one territory to another where marked. Marks should be made with dotted line. Boats cost 20 points.
Movement:
In this phase players move units from one territory to another. Unforce organized armies may not move onto an enemy territory, unless armies combine to make a fore organized army. A player can only move a unit from one territory to another once. A player can’t move a unit to more than two territories in one turn.
Combat phase:
This phase only take place if one or more units move to a territory owned by a different player. If there are no force organization armies on the territory, the territory becomes the attacker’s territory. If the different player being attacked has a force organized army placed on the attacked territory, a standard Warhammer 40,000 battle starts on a 6’ by 4’ table with the territory’s terrain setup as the terrain for the battle. If the attacker has more points than the defender, the attacker must bump down points to the defender’s army’s point value. Whoever wins game wins the territory.
Special Rules:
Reinforcements:
If a player has two or more squads on a territory next to a territory being attacked, the defender may move units over to the territory being attacked to make it force organized. The units being moved over come in reserves.
Boat movement:
If a player attacks by moving units from one territory to another by water, half the attackers army comes in reserves.
Does this sound reasonable and is it understandable (like no confusion)?