Rules for the campaign

WarGame Campaign Rules 40K Developments Fantasy Developments

Unit Sheet Action Sheet Development Sheet Empires Map
Income Upgrades Defense Upgrades


Additional Rules added 12/19/01
Troop Points - The rule doubling troop points has been recalled. Too many troops too fast. However, you will notice that each sector can now purchase a speciality troop. This allows you to purchase troops at the 1/2 cost ratio. Again this is troops only, not vehicles and not equipment.
Additional Rules added 11/19/01
Troop Points, Training Points, Income Points - revised!
Troop Points can be used to purchase any troop your army has access to as advertised. On actual troops not vehicles, dreadnoughts, weapons etc you will get 1 WHpt for 5 TP. Vehicles, dreadnaughts, weapons, enhanced stats etc remain 10 to 1. IE Splinter Cannon Dark Eldar warrior now costs 100TP(Splinter cannon) + 40TP(Base troop) at base level. In addition, troop points and training points are the only points available to level/enhance troop stats income cannot make a troop better.
Training points can only be used to enhance existing troops stats. You can not add new equipment with training points.
Income points and only income points can buy developments, equipment upgrades(to existing troops), supply drops. In addition, Base Troops bought with income now cost 20points per point. Vehicles, Weaponry, Dreadnoughts remain 10 to 1. For purposes of determining troop v/s vehicle any figure with Armor stats(RA,FA,SA) is considered a vehicle any without are troops(IE Talos are base troops and would cost double with income, half with troop points).

Additional Rules added 11/1/01
Troops may now be upgraded when purchased - each upgrade costs as follows: Troops purchased at a training school are considered 1 lvl up at base cost.
Vehicles purchased at a vehicle bay cost 1/2 price.
Troop options Available as upgrades only at training schools/special shops unless part of the normal package.
Weapons/Armor/Vehicle Upgrades
40K Turn options: Conducted as often as the army wishes � see note below.

40K Interval options � conducted once per week

40K Limits


Combat rules - New 6/28/01 Phases - Movement, Shooting, Assualt
Movement

All units can move in initiative order. Any unit with a higher initiative may wait for slower initiatives. The highest initiative can always force the lower to move first. Units move up to normal movement scores on level ground. Certain terrain will give troops extra movement. Certain terrain will slow movement. Certain terrain will use WH difficult terrain test. All of these features will be determined by the GM.
Shooting
All units shoot in initiative order. A unit can redirect its attacks anyway it chooses, however no enemy model can be targeted more than once in the shooting phase. If the enemy models are in unit formation than the entire unit must be fired on. This means certain units may have to wait until other units are ready before firing if they intended to fire on a unit together. This prevents the I fire at him, oh I missed, so my other guy fires at him(during real wars everyone is shooting at the same time.)There are some exceptions to this rule - Leaders may perform fire after as detailed above. Certain special units - IE longfangs have this rule as well in certain situations.
Modifiers:
There are 2 methods of firing - For damage and for support. Figures combining on a single figure may choose either of these options. Units with a 4,5,6, or no armor save may use the fleet of foot rule instead of shooting. Ancient units in formation may also use the force march rule and always force march when retreating.

Assualt- NEW METHOD 6/28/01
Assualt phase is always conducted at the same time. For simplicity: Assualt is conducted as follows: Example: 2 marines - WS:4 AC:4 HP:4 Str:4 Att:1 v/s 3 goblins WS:3 AC:2 HP:3 Str:3 Att:1, and 1 Bugbear WS:5 AC:3 HP:8 Str:5 Att:1

Unit Sheet Explained
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