Campaign Rules Ideas
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Reinforcements from supporting detachments:
Models in supporting detachment are divided into groups of 5 or less (Half normal orders pool). May attempt to bring one chosen group onto the battlefield once per turn starting from turn 2. Make a WIP roll using the highest in that group - 
Modifiers -	-6 for turn 2
				-3 for turn 3
				+3 for turn 5
				+6 for turn 6 onwards
				-1 if group includes anyone with total MOV of 6 or less
				+1 if everyone in group has total MOV of 10 or more
Result -	Success - Group arrives on appropriate table edge (see main campaign rules)
			Fail - No reinforcements arrive.
Both detachments effectively act independently and have their own orders pool, lieutenant etc.

Recovery rolls:
For each figure lost during the game do a PH roll - 
Modifiers - 	+1 if Task Force has a surviving Paramedic
				+2 if Task Force has a surviving Doctor
				+1 if figure has an Auto Medikit
				-3 if Battle lost
Result -	Success - model fully recovers
			Fail Category < or = 5 - model is wounded
			Fail Category > 5 - model is dead

VPs and DXP:
These are based on the difference in force size x5. See general campaign rules for details.
			
Infinity Buildings Plan
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1 Barracks
Basic troops (build code 1)

2 Spec Ops Office
Elite troops (build code 2)

3 Medical Factory
Parameds, Docs (build code 3)

4 Light factory
HI, Remotes, small machines (motorbikes) (build code 4)

5 Tech factory
TAG (build code 5)
Repaired by repair centre (building 14)

Unanswered Questions:
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Answered Questions:
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Can I change the name of "Warpstorms" (No warpstorms in Infinity but useful for representing troubles with logistics in spaceports. Like trains in the UK...)?!
In the data.dat file

What do the air bases do?
Nothing

Why is composition showing heavy infantry instead of light, where are they defined? (these are different to the composition groups defined in the data.dat file. I can define vahicles and mounted/cavalry in the a-l files but not heavy/light infantry...)
See BattleMods.dat

Can a unit/model require more than one building type? (eg remotes)
No - Make building harder to build instead...

Can equipment require a building? (eg Hacking devices)
No

Why are some towers upgrades and some built?
tower 1 is built
2, 3, 4 are upgrades

How do special rules for buildings work (the number in place of the build code)?
no. 6,7,9,13,14,15,16,18 and 22 has special rules
building no. 9 (or HQ detachment) are required in order to create a new
army.
building no. 13 allows for recovery of wounded models  (when on 'recover'
order)
building no. 14 allows repair of damaged vehicles (when on 'recover' order)
building no. 15 increase BP income for city
building no. 16 further increase BP, but a chance for population decrease
each turn
build code 2000: allows 'most' (iirc. all non-vehicles, but I can't remember
for certain) models to be built.
build code 1000: allows all models to be built.
Both 1000 and 2000 are subject to warp storm limitation
build code 3000: iirc same as 1000, but no warp storm effect
build code 4000: iirc same as 2000, but no warp storm effect