Campaign rules
Master rosters.
Three master rosters per side. These represent the army groups present at the 3 starting nodes(per side) at the begining of the siege of vraks.
10000 pts total(Per roster). Any amount may be superheavies. However superheavies may only be deployed on designated apoc battle campaign nodes or special scenarios nodes where superheavies are permitted.
Allies will be allowed. 0-1 hq,0-1 elites,0-2 troops,0-1 fast attack.
Parent list must meet minimum requirements before allies can be selected.
Allies are included in the parent army groups army roster point total.
Allies may not be selected from multiple codexes.
In cases where identical units are available to multiple codexes, the entries in the most up to date codex can be substituted. This is to prevent ig chimeras being 55 points and inquisition ones being 70+ and the fact that inquisition hellguns have the volume turned down.
Unique characters are unique. 'There can be only one'(To quote Christopher Lambert)per side.
Master roster wargear selections are redeemable. Weapons purchased can be redeemed for their cost and alternative wargear selections can be made(But not additional models or units.) Transport options are not wargear. This does not apply to armoured vehicles. Their wargear selections remain constant.
Master roster units can be combined or broken up as necessary. Provided the number of models in the master roster does not change. Ie 2 squads of 8 bezerkers with a champ each could be used as 1x15 man squad with a champ. The extra champ stays at home. If the unit used in the battle is lost, then the loose champ or model can pay for reinforcements to rebuild the unit.
Casualties.
At the end of each battle units that are wiped out are removed from the army roster along with any armoured vehicles destroyed. Damaged vehicles and units that are below full strength are automatically reinforced to full strength and repaired. The only exceptions are vehicles imobilised in the field on the loosing side. These are considered destroyed as the enemy will capture and destroy them. Dedicated transports thet survive the destruction of their unit can be re-allocated to new units.
If a unique character is slain roll d6. On a 4+ the character is available to be purchased as a reinforcement at their original points cost. On a 1,2 or 3 the character is dead. No comebacks.
Victory points and reinforcements.
At the end of each battle 60% of the victory points won by each side may be converted into new units and added to the master roster. Points may be accumulated for use at a later stage. These reinforcement points can be used on any of the three master rosters. This is something we may need to adjust. We may find we are consuming men and material much faster than it is replaced. We could set specific turn numbers where both sides recieve an injection of points to spend on reinforcements.
(Edit) We decided to increase the master roster total to 10000 pts per army group. 5000 is not enough and the group is almost unrecoverable after 2 losses.
Master rosters.
Three master rosters per side. These represent the army groups present at the 3 starting nodes(per side) at the begining of the siege of vraks.
10000 pts total(Per roster). Any amount may be superheavies. However superheavies may only be deployed on designated apoc battle campaign nodes or special scenarios nodes where superheavies are permitted.
Allies will be allowed. 0-1 hq,0-1 elites,0-2 troops,0-1 fast attack.
Parent list must meet minimum requirements before allies can be selected.
Allies are included in the parent army groups army roster point total.
Allies may not be selected from multiple codexes.
In cases where identical units are available to multiple codexes, the entries in the most up to date codex can be substituted. This is to prevent ig chimeras being 55 points and inquisition ones being 70+ and the fact that inquisition hellguns have the volume turned down.
Unique characters are unique. 'There can be only one'(To quote Christopher Lambert)per side.
Master roster wargear selections are redeemable. Weapons purchased can be redeemed for their cost and alternative wargear selections can be made(But not additional models or units.) Transport options are not wargear. This does not apply to armoured vehicles. Their wargear selections remain constant.
Master roster units can be combined or broken up as necessary. Provided the number of models in the master roster does not change. Ie 2 squads of 8 bezerkers with a champ each could be used as 1x15 man squad with a champ. The extra champ stays at home. If the unit used in the battle is lost, then the loose champ or model can pay for reinforcements to rebuild the unit.
Casualties.
At the end of each battle units that are wiped out are removed from the army roster along with any armoured vehicles destroyed. Damaged vehicles and units that are below full strength are automatically reinforced to full strength and repaired. The only exceptions are vehicles imobilised in the field on the loosing side. These are considered destroyed as the enemy will capture and destroy them. Dedicated transports thet survive the destruction of their unit can be re-allocated to new units.
If a unique character is slain roll d6. On a 4+ the character is available to be purchased as a reinforcement at their original points cost. On a 1,2 or 3 the character is dead. No comebacks.
Victory points and reinforcements.
At the end of each battle 60% of the victory points won by each side may be converted into new units and added to the master roster. Points may be accumulated for use at a later stage. These reinforcement points can be used on any of the three master rosters. This is something we may need to adjust. We may find we are consuming men and material much faster than it is replaced. We could set specific turn numbers where both sides recieve an injection of points to spend on reinforcements.
(Edit) We decided to increase the master roster total to 10000 pts per army group. 5000 is not enough and the group is almost unrecoverable after 2 losses.