to start pick or make a map.

decide on army type and points to use.
for the Rempher campaign we use three 500pt armies that didn't need to have an hq choice and 4000pt to be divided in to any size armies you want following standard force org. charts. in the Geri campaign it was similar. five 600pt armies not needing an HQ. and four 1000pt standard armies. really any point break down or any number of points will work. the more you allow the longer it will last. the big thing is every one rights down what armies they have and names them.

place armies.
deal out as many city card as you like to each player. any cards not dealt will be neutral cities.every one then rolls a die. the highest score then places an army on or with in one hex of any city they hold. alternatively you might have a preset placement.

start first turn

roll for initiative: use strategy ratings

draw event cards in order of initiative.

movement: in order of initiative each player can spot with one city and move one army once up to its max mp's. this continues till all armies have move or are engaged in combat, or till all players are finished with moving. any event cards can also be play when appropriate. (like double time) after an army has finished its move it my perform a spot.

fight battles: any engaged armies now fight.

consolidations(count the bodies) keep track of each casualty you take. after the battle roll a die for each one to see if the live. 2-4 there dead, 5-6 light wound. add back in to your force. a 1 there badly wounded and out of the fight for quite some time. you get 1/2 the point cost for the figure added to you point pool at the end of your next turn. any one killed by a weapon with S. twice there T. gets a -1 on there roll and count a roll of 1 or less as dead. Vehicles roll for each damaged section (immobilized, weapon destroyed, ext) on a 4-6 it is fixed. you can roll once for each item damaged each consolidations faze.

turn ends.
start new turn.



spotting: cities and armies may perform a spot. cities have a spotting range of 2 hexes. roll a die and on a 5-6 the city have spotted the army. armies also have a range of 2 hexes but will succeed on a 4-6. plus if the army has scots it gains a +1 to the roll. once an army is spot it stays spotted till it moves out of all of the enemies spotting range.

stacking armies: you should at the start of the game decide how many points can be allowed in one hex (we use between 2000 to 2500) that number is the maximum number of points allowed in a hex. the larger it is the bigger your 40k games could get. there is two ways in how to work this. first and the easiest is to just use all the armies as they are. so if you have two 1000pt armies you place both on the board when you play. any mins you cant field are lost. the second is to allow people to rewrite there army in to one lager one. so if again you had two 1000pts armies in the same hex you would merge them and bring one 2000pt army to the board.

cities: cities have a number of special objectives. each objective has special rules for it and a different point cost. not all cities have the same objectives.
objectives:
  Air Field: 7pts  range 8 hexes
air fields allow you to move an army that starts on the city hex to move to any land hex with in 8 hexes of the city. this counts as movement for that army and you may try to engage an enemy army this way.
  Radar Station: 4pts  range 6 hexes
a Radar station moves the range of that cities spotting from 2 hexes to 6 hexes.
  Repair Base: 5pts  range 5 hexes
repair bases allows you to get a +1 to all repair rolls on Vehicles with in 5 hexes of the city.
  Med. Center: 5pts  range 5 hexes
Med centers grant you a +1 to all non vehicle consolidations rolls with in 5 hexes of the city.
  Port: 3pts range -
ports allow an army that starts in the city to make sea moves.
  Star Port: 8pts  range 12 hexes
follow the same rules as Air Fields but with a range of 12 hexes
  Battery: 4pts  range 4 hexes
batteries allow you to use the Preliminary Bombardment rules in all engagements with in 4 hexes of the city. this bombardment will all so effect Vehicles. roll a D6 for each vehicle on a 6 it suffers a s6 hit on its front armor. if you glance or penetrate it can not move or shoot for its first turn.
  Factory: 8pts  range -
each factory you control gives you 15pts that you can save or spend as you see fit.
RULES
this page is heavily under construction. and will be updated soon.
it is mostly up so people can get a sense of how the rules work. sorry for any misspellings and errors.
on to movement
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