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| The Seat of Portex |
| Spiny Ridge |
| Chappell's Land |
| The Central Green Belt |
| The Great Desert |
| The Bad Lands |
| Sarse's Islands |
| Southern Ridge |
| George's Paradise |
| Portex Prime |
| Ecclesiarchy's Hold |
| Cartels' Hold |
| Rules
*Setup* Each side will get 30 armies. Each army is equal to 500pts. Each side will roll a D6 (rerolling ties); whoever rolls highest will place one army in one location. Players will take turns to continue placing their armies, one army to one location, until all locations are filled. Once all locations are filled, players are free to place armies in any location they currently hold, up to the stacking limit. Once all armies are placed, each side again rolls a D6; whoever rolls highest starts the game. *Stacking Limit* You can never have more then six(6) armies (including garrison armies) in any location, except when moving an army through a location to another (see the Moving section). *Army Size* Each army is a representation of 500pts that can be combined to make a larger force when attacking or defending. *Garrison Armies* The first army placed in a location is called the garrison army. It can not be moved or attack; it can only defend the location. Any time you take a location a single army is used to garrison the territory. *Turn Order* Roll to see who goes first each turn. *Resupply* At the start of each player's turn after the first, you are given 3 new armies to resupply your territories. In addition to the armies that you normally receive, you also get a bonus if you own an entire continent. The bonus depends on which continent you have. Chappell's Land 3 Spiny Ridge 2 Sarse's Islands 4 The Great Desert 7 The Central Green Belt 5 The Bad Lands 4 George's Paradise 4 Southern Ridge 3 *Attacking* On your turn, you may allocate as many attacks as you want. To attack your enemies, simply pick a group of non-garrison armies and then pick a neighbouring enemy territory they will attack. You must then select the number of points you wish to attack with, which must be less than or equal to the number of armies you are attacking with. The defender uses as many points as he has armies in that location, counting garrison armies. At the end of combat, total up the winner's remaining units. For each multiple of 500pt (round as follows: 250+ pt = 500, 249-pt = 0), you keep that army (see example below). If the attacker wins, the attacker captures the territory, and one of the attacking armies becomes the new garrison army. *Example of Attacking* The Imperial Fists attack one of the Heathens of War locations. The Imperial Fists have 4 armies and one garrison. The Heathens of War have 1 army and a garrison. As attacker, the Imperial Fists can chose how big a game they want to play, anywhere between 500pt to 2000pt (using 1 to 4 armies) vs the Heathens' 1000pts. Most likely, the Imperial Fists will want to attack with overwhelming numbers, so they attack with all 2000pts. The Imperial Fists win the game (big surprise) but the Heathens of War put up a stiff resistance. The Imperial Fists total all of their surviving units and find they have 1230pts left. That leaves 2 armies of Imperial Fists, one of which becomes the new garrison army in the captured territory. The Heathens of War lose both of their armies and their territory. *Moving* Once all combat is finished, each side may chose to move any armies that have not attacked. They can be moved through up to two friendly contiguous locations. *Army Selection* Only the following codices can be used: - Imperial Guard - Witch Hunters - Daemonhunters - The Lost and Damned In addition, these rules are in place for the first three turns: - no more then one 2+ save per army - no vehicles with a total armour value greater then 33 - no special characters - a maximum of two Space Marine or Chaos Space Marine units The following restrictions stay in place for the entire campaign: - keep mutations to a minimum (remember, we all are good citizens of the Imperium) - no Grey Knights - keep Daemons realistic (aka wild animals, etc.) - no greater daemons - feel free to use vehicle design rules to make farming and mining machines of death Any conflict of 500pt. armies may use the Combat Patrol rules on page 182 of the |
| Portex: a barren little dust bowl of a planet. Cut off from the rest
of the sector until recently, it's meager population has had to
scrounge out a meager existence. The chance discovery of heavy metals
in the great desert marked the planet for heavy mining by the Cartels,
but it's location and other priorities placed it low in their priorities.
It's lawless populus and the inhospitable terrain of the badlands was seen by the Congregation of the Sisters of Our Lady of Mercy as an ideal location for a new monastery - and with the sisters came the Ecclesiarchy. And for a time things were... well, better for Portex. The populus benefited from the presence of both the church and the cartels; neither group suspected the more ambitious plans for this little planet - that both would use it in their bid to gain just a little more power in the House of Representatives, for whomever controls Portex gains one more seat in the House, and just one more seat could make the difference... |