Grey Knight Stormraven


So here are some quick snaps of my Grey Knight Stormraven. Had it completed for a while, but finally found the time to take the pictures and get them sorted so you could all see it!




The Showcase Tag

Having checked back through my Blog I found that I have never actually explained to you guys why there has been a sudden surge in the number of posts with pictures!

Dystopian Wars - The Stat Cards!




So the Original Stat cards you get from Spartan games in the Starter set, are very useful, compact and have a lot of the Information on them that you need. Here is a slightly different version.

Throne of Skulls

Another picture day, and this time pictures from my Brother again.


We picked this up a while ago, and as usual he has done a fantastic paint job on it!




Dystopian Wars - Purchases


This weekend I got home to find the following awaiting me.... I figured I would spend a few minutes to take you through what goodies I have received from Spartan Games!

Dystopian Wars - PE Carrier

Here is the Prussian Naval Carrier. Possibly not quite as impressive as the Sky Fortress (its a blimp with a air strip!) but still looking pretty darn nice!







Lost in.... Competition!

Here is a quick plug for a Friend of mine. He currently runs two blogs, one of which is for his painting business.

RTGamer is an awesome Warhammer player and does some excellent work painting. #

He is currently running a competition for people who start following him, be it on Blogger, Twitter or Facebook.

A good chance for you to win $50 of painted models for very little effort, and while you are there why not check out the content he has on Lostingaming.net.

Anyway, hope you all enjoy his work!

There be Goblins!

Dragkon again, some nice pictures of my Goblin Horde!








 Next time the Orc Horde!

Planetary Empires Map - Pictures!


Here are some quick shots of the Planetary Empires Map that was built and painted by my brother, aka Dragkon.

Dystopian Wars - The Generator Game



As mentioned last week, Spartan games released another blog post with updated rules clarifications and modifications to some Generators. Here is my Analysis of it!

Firstly the Prussian Empire got a boost with the changes to Tesla Coil Weaponary. It has now been confirmed these Weapon Systems CAN target Flying & Diving Models in Range Band 1.



Nothing wrong with this, in fact I think its a nice boost. It isnt game Changing but it does give the Prussians a new tool to deal with those pesky enemies that get up close... and with the Damage to their targets AP... it does give a nice benefit to one of the Prussian Strong points which is boarding!

The Second change is that if you target a ship with a Generator, you ARE allowed to complete a Boarding assault against that same ship.

Another nice bonse for those of you that like the Offensive power that Generators can bring to the table!

The third update is a tweak to both the Telsa Generator & the Ultrasonic Pulverising Generator (PUG).

The Tesla Generator has been confirmed capable to shoot at Targets in RB1 regardless of height level. You get to roll 1D6, and on the result of a 5 or a 6 you get to roll for Critical Damage on the ship, ignore the actual damage it does, however its a nice boost to restricting the use people can get from their systems.

Also as this isnt a Gunnery attack, Shields wont help!

The Tesla Generator can now also provide a +1D3" movement each turn when not being used as a Weapon.

Both of these (I feel) improve the Tesla Generators effectiveness, and its now useful all the time as it provides the extra movement when not in range to hurt the enemy!

The PUG now reduces the enemy ships effectiveness, basically getting rid of AP / Ack Ack / Concussion Charges.

Its usefulness is definately there, you will need to plan your turn out, and hope a D6 roll goes your way, but it does mean that you could be crippling the enemy flagship with a decent roll and some well positioned Ships!

Hope you liked my quick reveiw of the changes it brought in, by now I imagine most of you have got a feel of what these changes are like in game. Feel free to drop me a comment as I would love to hear your opinions.

Blood Bowl

Dragkon here, first proper post in a while, fingers crossed more to come!

Well now I find myself with a bit more time on my hands. So I finally got round to finishing painting the two blood bowl teams I have humans and orks



This is only some of the stuff that I have got round to painting. There is still a lot to be done on other things.

Hopefully I will get more pictures up for you all to see!

Planetary Empires Campaign Part 8



So the final post in this series about a Planetary Empires campaign. The Scenario shown below is one I posted back in August 2009, you can find the Original Post here.


Planetary Empires Campaign Part 5, take 2.




Hi all,

Here is the content that should have gone in Part 5. I am going to update Part 5 to show it all properly anyway, but wanted to make sure that you didn't miss it if you were wondering where the table disappeared too.

Random Events Chart.

Roll a D66 and consult the table below:

  • 11: Recalled from War, Removed one of your armies from play until the start of the next season
  • 12: Embattled, When moving your armies, roll 2D3 in enemy territory, 2D6 in friendly territory and pick the lowest.
  • 13: Enemy Sympathisers, Any Fortification Saves your need to make this turn are at -1.
  • 14: Assassin! Randomly pick one of your Commanders and immediately roll on the Character Injuries Chart.
  • 15: Deserters, Pick any of your tiles are remove the flag
  • 16: Disease, Pick one of your tiles and remove the building from it, but leave the flag in it.
  • 21: Stoking Unrest, Pick one of your enemies tiles and remove the flag from it (may not be a Hive City)
  • 22: Settlers, Pick an unclaimed tile and plant your flag in it
  • 23: Raiding Party, Pick a rivals tile without a building on it and plant your flag in it.
  • 24: Sappers. Remove one of your Rivals buildings from a tile, but leave their flag in the tile.
  • 25: Grab the Resource! Pick an enemies Manufactorum and plant your Flag in it.
  • 26: Seize Command! Pick an enemies Command Bunker and plant your Flag in it.
  • 31: The Shifting Warp. Pick one of your Armies and move it D6+2 Tiles in a random direction (use a scatter dice), it it reaches the Board edge then it stops!
  • 32: Forced March. Move one of your armies again.
  • 33: Move Move Move! Roll 2D3 / 2D6 when moving your armies and pick the highest.
  • 34: False Trials: Move one of your enemies armies.
  • 35: Heroic Intervention: Randomly pick one of your Commanders they gain the Benefit of Outstanding Leadership from the Spoils of War chart. Add this to their army roster entry.
  • 36: Veterans! Pick one of your units and roll on the Spoils of War chart, point 5 (Valorous Deeds) they are now a Veteran unit!
  • 41: Spies. In your next game you may look at your enemies army list before picking your own (excluding the mandatory choices you can't change such as your Commander / Veteran Units).
  • 42: Dawn Attack. In your next game, roll a D6 for each enemy unit before they deploy, on a roll of a 1 they may not be deployed and move in from reserves (they may choose instead to deep strike or outflank if they have the required Special Rule).
  • 43: Scouting Force. In your next game, after both sides have deployed you may redploy 1+D3 units (this works along side any other rules that grant you this benefit so would be 2+2D3 units etc).
  • 44: Its a Trap! In your next game you may pick whether to deploy first or second.
  • 45: Prepared Ambsh: In your next game you may pick the mission and whether to deploy first or second.
  • 46: Stacking the Odds: In your next game your army is 25% larger than your enemies!
  • 51: Siege Force: If you win the next battle you automatically capture your opponents tile.
  • 52: Clarity of Thought: In your next game you get +1 to your steal the initative roll, or can force your opponent to re-roll theirs if they succeed.
  • 53: The White Flag: Pick an opponent, they may not challenge you this turn. Although you can still challenge them.
  • 54: A word in your ear: Pick an opponent you get to declare their challenge this turn.
  • 55: Teleporter: You may challenge any opponent for any tile (that is not a Hive City) this turn, regardless of location.
  • 56: Prayers to the Emperor/Greater Good/ Dark Gods/Something, You may force your Opponent to re-roll any rolls he has to make on the Character Injury Table.
  • 61: Natural Resources: Place a Manufactorum on any tile you control, that does not already have a building.
  • 62: Unwritten Victories: Pick one of your armies and immediately roll on the Spoils of War chart.
  • 63: Untapped Power: Pick a Territory and add a Power Station to it.
  • 64: Cunning Commander: For the rest of the turn you count as having the smallest Empire.
  • 65: Bolstered Defences: Any fortification Saves you make this turn get +1
  • 66: Reinforcements Arrive: For the rest of the Season you gain an extra army.

Planetary Empires Campaign Part 7

Ok so Day 7 should have been the last day, hence it being titled winning the campaign... however I actually feel that the next post on Day 8 is well worth a read!


Winning the Campaign

The Campaign is won by the first army to reach 15 Tiles, or if the Campaign reaches its conclusion prior to this happening the Largest Empire.

At the end of the Winter Campaign every player takes part in a Multi-player game.

Each force picks a 3000 point army, excluding their Commanders. The Commanders are included Free of Charge and take up no FOC slots.

The 3000 points must include any Veteran Units that were in the three armies. If this means there are more than the FOC of Veteran units then you have to include them but you may not pick any other choices for that FOC slot.

Then Each player is paired off against another one.

The Mission: Total Dominace

In this mission 5 Objectives are deployed. Each player has a HQ objective that is worth 3 Objective points to themselves and 1 to the enemy. This may be placed anywhere on the board (as close to the board edge as you like) but not with 12” of another objective.

The players then Roll off for the next three Objectives, placing them Normally.

At the end of the game each side counts up how many Kill Points & Objectives they have.

Then they roll a D6 and consult the Table Below

  • 1-2 : The Player with the Most Kill Points Wins
  • 3-4 : The Player with the Most Objective Wins
  • 5-6: The Player with the Most Kill Points & Objectives wins.

Deployment: Pitched Battle

Game Length: The game goes on for 5 turns then a winner is calculated.

Special Rules:

After this game is finished the Winner takes their remaining Models and plays another game.

Characters do not regain wounds or one use Wargear items between Games

Vehicles that are Immobilised get to roll a D6 at the end of a game on a 5+ they manage to do a Battlefield repair that allows it to move, if they fail the 5+ roll then they cannot join the new game and count as destroyed.

Units that have lost models are put back into action without the Missing Models.

This is an Elimination as losing knocks a Player out, however there is nothing to stop the losing players playing each other.

For the Second Round it is decided that the Player that wins first plays the Player that wins 2nd, so the 3rd and 4th

Planetary Empires Campaign Part 6

So this tile of a crater seemed to make sense when talking about large multi-player games designed to blow seven kinds of poop out of each team.


At the end of each season there is a large narrative game aimed at getting as many of the players as possible involved in one game.
They are not mandatory, but will give a bonus to the scenario winner and are aimed at having fun enjoyable and co-operative games.
Spring

At the end of the Spring the Empires meet on the field of Battle, Alliances are tests as the game pits two teams of players against each other.

In this game each player picks a 2500 points force from their Codex. They must use any and ALL Veteran Units they have currently and one of their Commanders (they choose).

The Game is based around two Alliances fighting each other to decide which side wins the day.

The Mission Type: Objective Based

Board Setup:
In the Centre of the Board there will be three Objectives. They should be setup on the Centre line of the Board. Divide the Board Length in three (width wise) and place an objective on each of these points. Each of these Objectives is worth 1 Objective point.

Each Opposing HQ model (not Transport) will count as an Additional Objective. These can only be caputred by HQ or Elite units. When a HQ is killed/run down/runs of the board mark that spot with an Objective Marker. These are worth 2 Objective points each. This is to both the team the HQ came from and the opposition.
Please note that HQ's may not be setup in Reserve in this mission. If the HQ joins a unit in a Drop Pod then that Drop Pod must be one of the ones to arrive on the first turn.
Turn Length: 5 Turns, on a roll of a 4+ a 6th Turn will be played (time permitting).

Deployment: Pitched Battle

Victory Conditions:
In the event of a tie compare the following level to see who won
Primary: The number of Objectives Claimed decides the Winning Team
Secondary: The Number of HQ's killed decides the Winning Team
Tertiary: The Number of Kill Points decides the Winning Team 

Special Rules:
Night fighting

The Benefits!
At the end of the game the winning team counts up how many Objectives & Kill points each player got during the game. Then the opposition roll a D6 and consult the chart below to determine who won:

1-2: The Player holding the most Objectives wins
3-4; The Player that got the most Kill Points wins
5-6 The Player that got the most Kill Points & Objectives wins.

The winning side of the Spring game each benefit from one additional Army they can setup during the Summer Season.

The winning Player of the Spring game may place a free building of their choice anywhere within their Territory.

Summer
After a long Summer of War, the Commanders look to a different tactic for gaining the edge in the upcoming months.

In this game each player picks a Kill Team following all the Normal rules for Kill Team rules (found in the Battle Missions book) with the following Exceptions:

  • No Special Characters
  • Your Force must consist of at least five Models


Kill Team Scenario:
Board Size: 4 x 4
Deployment Zones: 12" from the Board edge
Objective: Infiltrate Enemy Communication Device

Each side sets up an Enemy communication device within their deployment zone.

This device cannot be destroyed.

The Objective is for a team to move one of their models into Base to base contact with the Communications array, in their following shooting phase they attempt to hack the device and upload a Virus (in the case of the Tyranides it will be some form of genetically engineered Virus that sends signals to their base for decryption and translation).
On a D6 roll of a 5+ the Virus is successfully uploaded.

Victory Conditions:
The Player to upload the Virus first wins!

The Winning Player is able to move one of the Losers armies D3 tiles due to mis communication at the beginning of each of the next seasons turns.


Autumn
As the War drags on the Commanders begin to requisition larger Warmachines and forces to drive their War Effort

They forge Alliances and commit and all out offensive to wipe out the Enemy Armies.

Game Type; Apocalypse
Orders:
Primary Capture Objective Alpha, if this is not achieved then move on to Secondary Orders.
Secondary Capture Objective Beta & Gamma, if this is not achieved then move on to Tertiary Orders.
Tertiary Kill Points.

Each player builds a 3000 Point army this should include one of their Commanders and any Veteran units they currently have on their Rosters.

Each Player MAY also include any 1 Apocalypse Formation or Unit from any of the Apocalypse material in the Apocalypse Rulebooks and Supplenments including the Games Workshop website.

Setup:
Objective Alpha is setup in the middle of the Board
Objective Beta is setup by the team going first ,and Objective Gamma by the team going second.

No Mans land is 20", so 10" on either side of the line splitting the table in two.
  • For each player on the winning team they are allowed to Capture an adittional tile from an Opposing player.
  • You may only Capture a Tile from an Empire you have a tile adjacent to already.
  • Where possible each Opposing Player should only lose 1 tile, if however this is not possible then a player may lose more than 1 tile.
  • You may not Capture an Opposing Hive City in this Manner.

Winter
See Part 7 for this Game and Victory Conditions!

Planetary Empires Campaign Part 5

A new dawn on the planet... the hive city must just be waking up to another day of war!

Apologies for the delay in this appearing!

The Random Events Chart:


Roll a D66 and consult the chart below:

  • 11: Recalled from War, Removed one of your armies from play until the start of the next season
  • 12: Embattled, When moving your armies, roll 2D3 in enemy territory, 2D6 in friendly territory and pick the lowest.
  • 13: Enemy Sympathisers, Any Fortification Saves your need to make this turn are at -1.
  • 14: Assassin! Randomly pick one of your Commanders and immediately roll on the Character Injuries Chart.
  • 15: Deserters, Pick any of your tiles are remove the flag
  • 16: Disease, Pick one of your tiles and remove the building from it, but leave the flag in it.
  • 21: Stoking Unrest, Pick one of your enemies tiles and remove the flag from it (may not be a Hive City)
  • 22: Settlers, Pick an unclaimed tile and plant your flag in it
  • 23: Raiding Party, Pick a rivals tile without a building on it and plant your flag in it.
  • 24: Sappers. Remove one of your Rivals buildings from a tile, but leave their flag in the tile.
  • 25: Grab the Resource! Pick an enemies Manufactorum and plant your Flag in it.
  • 26: Seize Command! Pick an enemies Command Bunker and plant your Flag in it.
  • 31: The Shifting Warp. Pick one of your Armies and move it D6+2 Tiles in a random direction (use a scatter dice), it it reaches the Board edge then it stops!
  • 32: Forced March. Move one of your armies again.
  • 33: Move Move Move! Roll 2D3 / 2D6 when moving your armies and pick the highest.
  • 34: False Trials: Move one of your enemies armies.
  • 35: Heroic Intervention: Randomly pick one of your Commanders they gain the Benefit of Outstanding Leadership from the Spoils of War chart. Add this to their army roster entry.
  • 36: Veterans! Pick one of your units and roll on the Spoils of War chart, point 5 (Valorous Deeds) they are now a Veteran unit!
  • 41: Spies. In your next game you may look at your enemies army list before picking your own (excluding the mandatory choices you can't change such as your Commander / Veteran Units).
  • 42: Dawn Attack. In your next game, roll a D6 for each enemy unit before they deploy, on a roll of a 1 they may not be deployed and move in from reserves (they may choose instead to deep strike or outflank if they have the required Special Rule).
  • 43: Scouting Force. In your next game, after both sides have deployed you may redploy 1+D3 units (this works along side any other rules that grant you this benefit so would be 2+2D3 units etc).
  • 44: Its a Trap! In your next game you may pick whether to deploy first or second.
  • 45: Prepared Ambsh: In your next game you may pick the mission and whether to deploy first or second.
  • 46: Stacking the Odds: In your next game your army is 25% larger than your enemies!
  • 51: Siege Force: If you win the next battle you automatically capture your opponents tile.
  • 52: Clarity of Thought: In your next game you get +1 to your steal the initative roll, or can force your opponent to re-roll theirs if they succeed.
  • 53: The White Flag: Pick an opponent, they may not challenge you this turn. Although you can still challenge them.
  • 54: A word in your ear: Pick an opponent you get to declare their challenge this turn.
  • 55: Teleporter: You may challenge any opponent for any tile (that is not a Hive City) this turn, regardless of location.
  • 56: Prayers to the Emperor/Greater Good/ Dark Gods/Something, You may force your Opponent to re-roll any rolls he has to make on the Character Injury Table.
  • 61: Natural Resources: Place a Manufactorum on any tile you control, that does not already have a building.
  • 62: Unwritten Victories: Pick one of your armies and immediately roll on the Spoils of War chart.
  • 63: Untapped Power: Pick a Territory and add a Power Station to it.
  • 64: Cunning Commander: For the rest of the turn you count as having the smallest Empire.
  • 65: Bolstered Defences: Any fortification Saves you make this turn get +1
  • 66: Reinforcements Arrive: For the rest of the Season you gain an extra army.

Planetary Empires Campaign Part 4

Ok so I know this is a bit of a random picture... but at least its relavent and I am trying to post a picture either me or someone I know has taken for each post on my blog!

Here are the Spoils of War, Ignominious Defeats & Character Injury Charts.
Spoils of War Chart
  1. Living in Infamy: When this army next fights the opponent it fought last they gain Preferred Enemy against you
  2. Elite Army: Next time you fight a battle you may have 1 Extra Elite / Fast Attack / Heavy Support at the Expense of 2 Troop Slots.
  3. Reinforcements: May take an additional D6 x 25 points.
  4. Outstanding Leadership: Pick one of your HQ choices (Commander or otherwise). They gain the following benefit (which they will confer on any unit they join)
    1. Stealth
    2. Infiltrate
    3. Scout
    4. Fearless
    5. Counter Attack
    6. Furious Charge
  5. Valorous Deeds. Pick of your units and make it a Veteran Unit. Roll a D6 to see what special Rule it gains: (if it already has the special rule you roll, then role again.)
    1. 1 – Stealth
    2. 2- Acute Senses
    3. 3- Infiltrate
    4. 4-Scout
    5. 5- Stubborn
    6. 6- Fearless
  6. Commended by the High Command. Your Commanders acts on the Battlefield have made good impressions on the leaders in your Empire. Roll a D6.
    1. 1-3, They provide them with additional Wargear Options granting them 1 of their upgrades for Free.
    2. 4-6, The Commanders training grant him a Bonus USR, this is chosen from the Rulebook and is permanently added to his Roster entry. 
       
Ignominious Defeat Chart

  1. A Sound beating – When your army next fights the race that defeated them roll a D6 for each unit that starts on the table, on a roll of a 1 that unit is Pinned for the 1st Turn. Any Tanks/Vehicles count as Crew Stunned instead and this result cannot be ignored or downgraded in anyway.
  2. Sabotage – While your army was away fighting the enemy snuck past your sentries and destroyed one of your buildings. Select the nearest building to the tile you fought over and remove it from the map.
  3. No Ill Effect
  4. No Ill Effect
  5. No Ill Effect
  6. Vengeance will be ours! When this army next fights a battle against the race that defeated you, all your units benefit from Preferred Enemy, If the enemy got a Living in Infamy then your army also benefits from Scout/Infiltrate or Stealth for the game (yes you read that right, the entire army).


Character Injuries

If a Commander is removed as a casualty in the game, roll a D6 on the following table.

  1. Serious Injury. Roll again
    • 1= Dead
    • 2 = Misses the Next Game
    • 3= Misses the Next Game
    • 4= Loses a randomly selected Commander upgrade (if any have been earned)
    • 5= Its just a Flesh Wound – No Ill Effect
    • 6= Its just a Flesh Wound – No Ill Effect
  2. Captured – The enemy have taken him hostage. If they still hold him at the end of a season you will need to either play a Special Mission to rescue him, or trade any Tile bordering the Enemy Empire to get them back. You get to choose the Tile and the Enemy may not refuse whichever tile is offered in Trade.
  3. Minor Injury – Misses the Next Game
  4. Psychological Injury, Roll on the table below. If character already has the rule roll again.
    • 1= Rage
    • 2= Slow & Purposeful
    • 3= No Ill Effect
    • 4= No Ill Effect
    • 5= Stubborn
    • 6= Fearless
  5. Where’s my sword? One Random item of Wargear is lost by the Commander. They lost all Benefits of this item and may not replace or re-buy the item except through the Commended by the High Command
  6. Heroic Escape – Not only has he recovered but he is changed by his ordeal and gains +1 to a characteristic, Roll on the Chart below:
    • 1. +1 WS or +1 BS (Your Choice)
    • 2. +1 S
    • 3. +1T
    • 4. +1A
    • 5. +1 I
    • 6. Choose one Stat to improve then Roll again (if you roll another 6 you get no benefit)

Planetary Empires Campaign Part 3



Building Rules

Below is the Grid that Applies to each Race. This is because each race makes different uses of each Building.

ArmyPower StationShield GeneratorManufactorum
Space Marines10-4 / -16
Imperial Guard6-5 / -211
Orks9-3 / -19
Tyranids8-4 / -210
Eldar10-2 / -16
Tau8-4 / -28
Necrons7-5 / -29
Dark Eldar11-2 / -17
Chaos Marines10-4 / -26
DaemonsD6+5-D6 / -D3D6+5
Any Other9-4 / -18

Power Stations:

If you have a Higher Power station Value compared to your opponent then you get the following benefits:

  • If you have a Higher Value you get +1 to Rolling for who goes first
  • If your Value is Double your Opponents you get the Bonus above, and +1 for the Roll fo Picking your Deployment Area
  • If your Value is Triple your Opponents then you get the Bonuses listed above and +1 for any Reserve Rolls.

Shield Generators

Provide defensive Bonuses to the Tile its in and the Tiles surrounding it. See the chart above.

Manufactorum

Compare your Manufactorum total to your opponents and then consult the points below:

  1. If your Total is less than your Opponent you get no Benefit
  2. If your Total is more than your Opponent you get a 50 Point bonus for this game
  3. If your total is Double your Opponents then you get a 100 point bonus for this game
  4. If your total is Triple your Opponents then you get a 150 point bonus for this game.

Command Bastion:

The Command Bastions allow you to train your troops. Once per turn you may Nominate an Army for Training. This must be after the Army has participated in a Battle.

Randomly select one of the units that Survived the game (regardless of winning or losing) and roll a D6. On a Score of a 4+ that unit gains a USR from the main Rulebook and becomes a Veteran Unit.

You get +1 for each Bastion you control after the first.

Spaceports:

These tiles allow you to specifically attack a tile anywhere on the Board via a Planetstrike mission.

If you win the Scenario then you automatically capture the Tile from the enemy. Planetstrike missions may not be undertaken on Hive Cities or other Spaceports are their Air Defences are too strong.

If a building is present on the tile you attempt to attack you are fighting a Stronghold mission, otherwise you are fighting a Planetfall mission.

When playing a Planetstrike mission you get no Bonuses from your Power Stations or Manufactorums as your forces are attacking in an unusual way.

Hive Cities:

These count as a Power Station, Command Bastion, Spaceport & Manufactorum. To Capture a Hive City you must fight and win a Special Scenario.

Dystopian Wars - FAQ & Updates!


Another blog post from Spartan, and again its more good news for Dystopian Wars players!



Planetary Empires Campaign Part 2



So day 2 of the 8 days of Planetary Empires... hope you arent bored yet as this is a relatively comprehensive set of rules for a campaign.

Yes I did base sections of this on the rules that came out of Blood in the Badlands, but I assure you they are all for 40K now!

Campaign Turns.

Turn Order:

At the beginning of each Campaign Turn you need to resolve the following actions. 
  1. Random Events
  2. Move Armies
  3. Declare War
  4. Fight Battles
  5. Resolve Victories and Defeats
  6. Resolve expeditions
  7. End of Turn.
Here is a Break down of the Actual Steps
  1. Random Events - Roll a D66 on the Random Events table for each player and make a note of each players result.
  2. Move Armies - The borders of empires are expanded as armies advance across the land. An army can be used to claim unclaimed tiles, fortify lands by building Power Stations, Command Bastions, Shield Generators & Manufactorums, fending off enemies or invading enemies. At the start of each turn, starting with the player with the smallest empire (or in season one via the order in which people placed their Empires down) they get to nominate an army and move it. This then alternates from one player to another until all the armies that players want to move have been moved. At all times at least one army must be kept within a players empire to defend the land, any other armies may roam freely.
    • If your army is in Enemy or Neutral Tiles then it moves D3 Tiles a turn
    • If it is in your Territory it can move upto D6+1 tiles a Turn
    • If it is on a Spaceport then it can move anywhere on the Map that is not an Enemy controller Spaceport / Hive City. If you choose to move them to an enemy tile they are performing a Planetstrike Attack against that Tile (for Clarification on this check the Spaceport section & Declare War section of this Rules pack).
  1. Declare War - Starting with the player with the smallest empire each player can challenge another player to battle. Attempting to capture their land, or drive off their invading armies. Players may issue 1 Challenge a turn. You also may not issue a challenge to a player that has already been challenged (unless you fancy playing a three way battle).If you have been challenged you may not issue a challenge of your own. Challenges are issued under the following conditions.
    • If an Army you control has moved from a Spaceport tile to another a enemy controlled tile then they initiate a Planetstrike Mission against that Tile.
    • If you have an army occupying the same tile as another players army (unless you have an alliance).
    • If another player *non allied* has an army in your empire you must issue a challenge to them.
    • Otherwise if you have any army in another (non allied) players empire you must issue a challenge to them.
    • After all Players have fought 1 Challenge they may fight an additional Challenge with another of their armies, assuming they can find an Opponent willing to play another game this turn. If you cannot find an opponent who accepts your challenge they do not automatically forfeit!
    • A Hive City is a Fortress, and by Capturing an Enemies City you will be effectively removing them from the game. In order to Attack a Hive City you will need to meet the following Requirements
      • Control Tiles Adjacent to the Hive City itself
      • Be in Control of Tiles on Opposite sides of the Hive City.
      • Fight and win the Capture Hive City Mission (see Part 8 for Details)

  1. Fight Battles - When fighting a battle you need to consider the following.
    • The Point size of the game is decided by players fighting it, the only stipulation is that all Veteran Units must be used (which will in itself set a minimum points size).
    • Players Get Bonus points to their Army. The player with the Least tiles gets +50 points for each tile less than their opponent. Plus any benefits from any Manfactorums they may control.
    • No army may be more than 25% larger than another (due to any benefits etc).
    • The Tile you are fighting over helps decide the mission you are playing.
    • Tiles with no buildings on can either be played as Seize Ground or Annihilation. The Deployment is decided by the normal way.
    • Tiles with a Building on are either Capture and Control or Seize Ground, The Attacker chooses which mission type it is, while the defender picks the deployment type.
    • Planetstrike Missions are played using either the Standard Planetfall mission from the Planetstrike Supplement if the Tile has no Buildings, if however the Tile does have a building on it then the Planetstrike mission used is the Stronghold mission.
    • You must use the Veteran units and Commanders / Lieutenants written on the army roster you are using. In the case of the Planetstrike Missions (due to the different FOC each army must use its Veteran Units, and then may choose the different options allowed.

  1. Resolve Victories & Defeats - The Victorious Player must roll a D6 and consult the spoils of war table, The Defeated player must roll on the Ignominious Defeats table. Any Commander that was removed as a casualty during the game must roll on the Character Injuries table. Finally the winner must roll a d6, on a
    • 1-3 The defeated army is driven back 1 tile towards their capitol.
    • 4-6 The Defeated Army is removed from Play as it scatters for home. 
  2. Resolve Expeditions -  Each of your armies may perform the following actions
    • If an army is driven back by another army they cannot do anything else this turn.
    • If an army is in an unclaimed tile they may claim it. Stick a flag in it.
    • If your army is in a tile occupied by an enemy army and a battle wasn’t fought roll a D6, and consult the list below:
      1. On a 1 your army is removed.
      2. On a 2-3 your army is driven back a tile.
      3. On a 4-5 the enemy is driven back a tile.
      4. On a 6 the enemy army is removed.
    • If your army is on a tile you already control then it may build one of the following: Power Stations, Command Bastion, Manufactorum, Shield Generator. Each army may only build once per season.
    • If your army is in an enemy tile that does not contain any armies you may attempt to conquer it. The enemy player may make a fortification save to see if he can prevent you doing so. If the player rolls a 6+ they prevent you taking the tile. The following modifiers apply:
      1. For Each Tile you control that Borders it -1 (to a Max of -6)
      2. If you won a Planetstrike Scenario on the tile this turn -5
      3. The Tile contains Defence Lines +1
      4. The Tile is a Mountain or Spaceport Tile + 2
      5. The tile is adjacent to a Shield Generator +Bonus (Race Specific)
      6. The tile contains a Shield Generator +Bonus (Race Specific)
      7. A Natural 1 is always a failure and a natural 6 is always a success.
  3. End of Turn - At the end of each season tidy up the board by removing all the armies from it, and fight the large scenario.

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