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 Emperor's Bounty Campaign Rules

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PostSubject: Emperor's Bounty Campaign Rules   Tue Feb 12, 2008 11:36 am

1.1 – Rules, fleets and restrictions

All official fleets and rulesets (i.e. the BBB, Armada, Rogue Trader vessels, and Craftworld Eldar) are allowed. You have to draw a 1,500 point list according to the following restrictions:

0/2 battleships
0/12 launch bays (Tau and Tyranids can have up to 24; random launch bays count 1d6 as 4 and 1d3 as 2)
0/3 Nova cannon armed ships (Imperium only)
2+ Escort squadrons

This is your basic list which you will be using for the campaign.
In addition, you have 500 points to form your “Reserves”. Reserves are extra ships that can be used to replace damaged or destroyed ships. Only Cruisers (not heavy/battle/grand cruisers!) and Escorts can be included in this list. Ships belonging to this list don’t need to follow the restrictions above, but once they enter the fleet this will still have to be legal in all respects, including its point value.

Example 1:
My 1,490 point Imperial fleet features 2 Dominators, a Mars (3 Nova cannon) and 2 Gothics. I can take a Dominator in the Reserve list, however should one of the Gothic be sunk, I wouldn’t be able to replace it with the Dominator because I would have too many Nova cannon.

Example 2:
My 1,490 point chaos fleet loses a Murder. My Reserve list is composed of a Carnage, a Devastation and 3 Infidels. I can replace the lost Murder with the Carnage, because my total list doesn’t go over 1,500 points, but not with the Devastation for the same reason.

1.2 – Number of games and scenarios

The campaign lasts a minimum of 6 campaign rounds, with each player battleing every other opponent a maximum of twice - then the 4 best players in the league play semi-finals and final. Players will be playing different, pre-determined scenarios according to their fleet and results (i.e. winning a game might mean playing a different scenario than someone who lost).
Not all scenarios will be played with the full list. If you are forced to play with fewer points, the ships you’re using don’t have to follow the usual fleet restrictions (for instance, you might want to play a 1,000 point game without escorts).
Winning a game is worth 2 league points, losing 0, drawing 1. A game is drawn when the Victory Point difference between the players is less than a tenth of the game’s point value (i.e. in a 1,500 point engagement, you have to score 151+ Victory Points more than your opponent to win).

2.1 – Post-game sequence: damaged ships

Keep track of damaged, destroyed and disengaged ships during the game. At the end of every game, every capital ship must roll 1d6 on the following table:

0: Destroyed.
The ship has exploded, is lost in the Warp, or has been otherwise lost. Cross it off the roster.
1: Beyond repair.
The ship is useless after the extreme damage suffered, but many systems are still working. Cross it off the roster, but you gain half of its point value in Resources (see later).
2-3: Heavy damage.
While having taken a real pounding, in time the ship will return to its former self. The ship has to miss next match. If it doesn’t, it starts Crippled and the opposing player earns the usual point value for having Crippled it if it isn’t destroyed in the game.
4+: Fighting fit.
A lick of paint and the ship’s ready to fight once more.

Use the following modifiers for the table:

-1 if reduced to a Blazing or Drifting Hulk during the game
-2 if destroyed by a Plasma Drive overload
-3 if destroyed by a Warp Drive implosion
-1 if Disengaged
+1 if Crippled
+3 if Not Crippled

Notice that some of these modifiers can be applied at the same time: an uncrippled ship that disengages has a total +2 bonus.

Escort ships do not roll on this table. Roll a die for each escort in the squadron that was destroyed during the game. If any of the dice is a 1, remove a ship from the squadron. This means that no more than 1 escort can be lost from each squadron after a game (the scrapped escort can be used to repair the others).

2.2 – Post-game sequence: Experience

The Leadership of your vessels will remain the same throughout the campaign unless it improves. Warships are massive constructions; crew loss and lack of maintenance make it very difficult for a ship to improve during a conflict, but it can still happen.
During the game, keep track of the ships your vessels destroyed or crippled. At the end of every game, every capital ship must roll 2d6 on the following table:

2/10: No improvement.
11: New skill. Roll on the table below.
12: +1 Ld. Mark the change on your roster.
13: +1 Re-roll. It can only be used for the ship that earned it.

Use the following modifiers for the table:

+1 for every Cruiser Crippled or Destroyed by the ship (of course, a crippled, then destroyed cruiser only counts as +1)
+1 for every Battleship Crippled
+2 for every Battleship Destroyed
+X according to the victory conditions of the scenario (if any)

If you totalled up an 11, you may roll on this skill list. Roll 1d6 and mark your skill on your roster. Each of the following skills can only be taken once by a ship. Escort ships do not improve in any way.

1: Brilliant strategy.
If you field this ship during a game, you may re-roll your own die to see who starts the game.
2: Damage control.
The ship always rolls 2 extra dice when attempting to repair damage, even when Crippled.
3: Improved thrusters.
The ship gains +5 speed. Eldar ships only add +5 to their top speed.
4: Nerves of steel.
The ship may re-roll Ld checks to avoid shooting at the closest target.
5: Fighting crews.
The ship gains a +1 boarding modifier when defending in a boarding action. The bonus can be added to already existing modifiers.
6: Close range targeters.
The ship may roll 1 extra die when using turrets (it does NOT have an extra turret). Eldar ships with this skill may re-roll a single “1” per turn when attacked by ordnance markers.

2.3 – Post-game sequence: Modifying the roster and expanding the fleet

After having rolled for damage and skills, you’ll have to adjust your roster. If you lost a ship, you can replace it with a vessel coming from the Reserve list. You CAN replace a non-destroyed ship (such as one that suffered Heavy Damage) with one from the Reserves. Cross the existing ship off your roster (!) and replace it with the new vessel, rolling for Ld as usual.
Escort vessels coming from Reserves may be formed in a squadron, rolling for Ld as usual, or they may be added to already existing squadrons, retaining their Ld.

Now you’ll have to calculate your income. Each fleets gains +1d6x10 Resources after the first game and every odd game therafter. After every even game the fleet gains +1d6X100. In both cases add the following modifiers:

+10 if you won
+15 for each Hulk on the table if you Held the Field during the game
+10 if this was the second, third etc game against the same race
+10 if the most expensive vessel in the enemy fleet has been Destroyed
-10 if your Flagship (if any) was Destroyed

If you have enough Resources to buy new vessels you may do so. Add any new vessel to your roster and roll for Ld. Since the mission states the point limit for the game, having more vessels only leaves the player more choice, which isn’t an overwhelming advantage.
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PostSubject: Re: Emperor's Bounty Campaign Rules   Sun Feb 24, 2008 8:56 pm

How long is the campaign running for?

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