Please refer to the "Copyright Details" link if you wish to use this campaign for public or private use.

This section is under modification. The campaign section should be mostly completed by the end of next month, depending on time constraints.


Sector Occultus: Participants



General Notes on Participants


The campaign may be run with any number of participants. Two players must be designated as campaign managers. The position of campaign manager may be freely transferred to other players as desired.

All players, including campaign managers, must choose a faction or combination of factions to represent their forces in the Occultus Sector.

Guest players may participate in the campaign by playing single games, if their participation is approved by a campaign manager.

New players may enter a campaign that is already in progress. However, any new players may face a number of indirect penalties, depending on the progress of the campaign.

Eliminated players may re-enter the campaign as guest players, or as new factions in the sector. Eliminated players are considered as starting with a completely clean slate. No advantages or disadvantages of their play records before they were eliminated apply to their new play records.


Campaign Managers


Campaign managers attend to the various administrative details.

Prizes - The campaign managers decide what prizes (if any) will be awarded, and decide what criteria will be used to determine allocation of prizes.

Authority - The campaign managers are the final authority on any rules clarification questions and house rules used for the campaign. Ideally, the campaign managers should set up a publicly accessible website containing any unusual variation of the rules. Printed supplements are also recommended, for easy player reference.

If a campaign manager is asked to resolve a rules question/clarification during an ongoing game, the answer given by that campaign manager at that time is considered as the correct answer for the game in question. This is regardless of any later decisions that may be made concerning that particular rules question/clarification.

In a situation in which a campaign manager is asked to resolve a rules question/clarification during an ongoing game, if the campaign manager's interpretation is shown to be in conflict with Warhammer 40,000 rules, including Chapter Approved rule material, a player may choose to either 1) allow the interpretation to stand, 2) replay the game in question if the other player agrees and if the outcome of the game may have been altered by the incorrect interpretation, or 3) have the campaign manager change the player's play record and faction situation as detailed in later sections. A player may show that the campaign manager's interpretation was in conflict with the given fixed rules, and choose any of the given options, at any time up to three days after the original game. The player only forfeits this privilege before the three day period ends if the player plays another campaign game that affects the power balance in the sector.

In a situation in which a campaign manager is not present to resolve a rules question/clarification during an ongoing game, and the players cannot mutually agree upon a solution, the game is considered postponed until the situation is resolved by a campaign manager. The campaign manager must use personal judgment to resolve any such cases. For example, if the interpretation of the rules question would not have significantly altered the outcome of the game, the campaign manager may award an arbitrary victory to the side that would have won. As detailed above, a player may dispute the judgment if it is shown to be in conflict with Warhammer 40,000 rules or Chapter Approved rule material.

Players may also request clarifications or interpretations of campaign rules. In such cases, similar guidelines apply.

Disagreement between campaign managers on the interpretation of particular rules must be resolved at the earliest opportunity.

Agreement of both campaign managers upon *any* point is considered final judgment upon that point. This overrides *all* other considerations, including player appeals and the actual WH40K rules themselves.

Assistance - The campaign managers are responsible for answering, as well as resolving, any questions that players may have about the campaign.

Game Balance - The campaign managers are also responsible for ensuring that a balance of power exists in the campaign. Although guidelines are given, campaign managers may alter these guidelines for use in their own campaigns.


Players


All players, including the campaign managers, must choose factions. baskj if campaign manager conflict of interest, agree or flip coin.

WINNING points for playing a game. Points for victory. Points for sportsmanship? Points for least sustained casualties. Points for causing most casualties.


Selecting Factions



The Players


Participants

As outlined in the

GAMEPLAY (major section)

Available Forces

Working. Actual army lists, reserves, send different armies to different locations on the campaign map.

Intelligence

Working. Infiltrators act as scouts. No ship spies; not enough spacecraft to mount any sort of effective satellite network. Some limited surveillance available on various worlds.

Armories, Factories, Supplies, and Reinforcements

Working. JOINT (i.e. mix of planetary and space force) May be carted around with forces (lost if that force is annihilated - not just destroyed, but annihilated). : Armories have stockpiles of ammo. PLANETARY FORCES: Factories produce stuff, but may be destroyed or brought under enemy control. Supply lines may be attacked; supplies may be destroyed or re-diverted to enemy factories. Reinforcements may be attacked (if a garrison is stationed at a reinforcement's gathering point, that garrisoned force may combine with the produced reinforcements to make a more effective army - i.e. if IG lost a Leman Russ, then produced a Leman Russ, the enemy could destroy the Leman Russ easily - unless the IG sent forces to the reinforcement gathering point, in which case the entire IG force would defend as normal. If no garrison force, the attacker will easily win. Attacker will know if place has garrison or not, depending on infiltrators. Defender will know if attacker is sending force, depending on infiltrators. Attacker will know that defender is sending reinforcements (and vice versa), depending on even more infiltrators. SPACE FORCES: May receive reinforcements from space only. Such reinforcements may not be attacked, as the space forces of each of the factions in the sector are not enough to allow regular armed patrols. Of course, factories and supply lines can't be attacked.

Map

Working.

If you can read this, you don't need glasses.

Work in progress. Lots of it too.


Table of Contents


Home Page

Prologue

Chapter One: Basic Principles

Chapter Two: Strategy, Tactics, and Statistics

Chapter Three: Calculating Basic Cost Effectiveness

Chapter Four: Formation

Chapter Five: Terrain

The Unofficial Warhammer 40,000 Army Cheese Purity Test

Sector Occultus: Background Information

Sector Occultus: Participants

Army Selection (Example: Blood Angels)

Frequently Asked Questions.

Models and Books For Sale.

Painted Units For Sale. (Pictures mean long download time!)

Copyright Details.




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