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Home Grid

Each player begins with a Home Grid. In addition to AP bonuses, the Home Grid w
ill always begin with a 2000 point army chosen from the players Garrison as a de
fense force. This army will never leave or divide.

Fleets
Each player is able to create and control Fleets. Each Fleet is independent and
composed from units chosen from the player's Garrison. See "Creating a Campaig
n Army List." A fleet may move 1 grid per turn. Fleets may not stack or occupy
grids held by other friendly fleets unless their combined value is 2000 points
or less. Fleets have various size rankings:
Scout - 500 Points or less
Combat - 500 to 1000 Points
Assault - 1000 to 1500 Points
Invasion - 1500 to 2000 Points
Any Fleet classed as Assault or Invasion must pay an additional 1AP for any move
ment. Where a Combat Fleet would pay 1AP to move 2 grids via the "Full Speed Ah
ead!" perk, an Invasion fleet would pay 2AP.
If two Fleets are stacked (2000 points or less combined) they behave as separate
forces during any missions and may each benefit from a separate

Special Characters
Codex or home-brew special characters may only accompany a single Fleet; they ca
n not be duplicated across the map. Consult "Creating a Campaign Army List" for
rules pertaining to the creation of new characters.
Capturing Grids
Any grid a player's Fleet has passed through is considered captured by that play
er. If a grid captured by a player is not occupied by a Fleet, it may be captur
ed by another player by passing their fleet through it. If it is occupied, the
occupant must be defeated in order to capture the grid.
Additionally, any Industrial or Objective grids owned by a player remain in the
players control for their next 3 campaign turns once occupied, but will no longe
r confer any AP bonus. This allows players the ability to defend their resource
s without crippling the mobility of their Fleets. If the owning player is unabl
e to defend the resource, after their 3rd turn it is now captured by the enemy F
leet and immediately becomes a useable resource to that player.

Supply Lines
Supply lines are created by capturing territory adjacent to an objective, import
ant objective, critical objective, or Home grid. If it is possible to move from
one of the aforementioned grids to the current grid without leaving captured gr
ids, the current grid is considered within the players supply lines.

Exploration
Every time a players Fleet ends it's turn in an unexplored grid (a grid that has
never been occupied by a Fleet) roll on the "Exploration Table" to determine if
any discoveries are made.

Survivors!
After a mission has been completed the armies tend to their wounded and bury the
ir dead. In many cases, units considered "dead" during the game may have been i
ncapacitated rather than killed, as such things often go unnoticed in the heat o
f battle. Any units at 50% strength or greater may roll a D6 for each model rem
oved during play. On a roll of a 6, the model is treated as free reinforcements
during the next campaign turn, representing a hearty survivor, or comrades carr
ying their wounded to safety. This has no effect on points totals when calculat
ing the results of the mission. If the winner of a mission is the defender in a
n "Attack and Defend" mission, any unit at 25% strength or more counts as 50% st
rength.
Additionally, any special characters (any named characters, home-brew or from a
codex book) will always have a final 4+ save at the end of the mission to determ
ine their fate.
Any army that is completely wiped out does not benefit from these rules... Ther
e are no survivors.

Retreat!
The losing Fleet must retreat at the end of a mission. They may move up to 2 gr
ids towards the nearest grid that is part of friendly supply lines. This moveme
nt bonus (2 grids) applies to each subsequent movement until the Fleet is back u
nder player control. The fleet is not under player control until it reaches fri
endly supply lines. If a retreated Fleet comes into contact with an enemy Fleet
another mission must be played on a D6 roll of less than 4.

A Hero Falls...
When any special character (Codex or home-brew) is killed and fails it's "Surviv
or!" save (when allowed), it is removed from the campaign permanently.

They've Killed the General!


When a Fleet no longer has an HQ unit, it must purchase either a living Garrison
character or purchase a new character as per the "Creating a Campaign Army List
" rules. Each turn a Fleet does not have an HQ unit, it must move towards the n
earest friendly Critical Objective Grid or Home Grid until it occupies an adjace
nt grid. A Fleet with no HQ may not purchase AP Perks unless it is to purchase
points for an HQ choice.

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