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As enjoyable as 40k is for all of us,
we do have lives to tend to as well. There may be times where
we're busy, out of town, or otherwise unable to play campaign
games in a timely fashion.
These advanced rules deal mostly with
situations like this. They help make it possible for players
to still participate in the campaign even though they may
have trouble attending 'game night' and getting their campaign
games played.
- If scheduling problems arise,
a game may be delayed by one campaign turn.
 
EXAMPLE: Erich and Matt are unable to play their game before
the end of the campaign turn. They may each make another
campaign move and the contested area will remain contested
as battle progresses into the next campaign turn
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- A game may only be delayed by
one campaign turn. If it can't be resolved by the end of
the following campaign turn, then the two armies retreat
and the area becomes 'unclaimed' again (the armies couldn't
seem to make any headway against each other, so they retreat
to plan anew). Essentially both players are penalized because
they've had at least a month to get the game played and
nothing happened.
 
- If two players have multiple
contested areas with one another, all contested areas can
be resolved by a single battle. The game is representative
of a larger struggle. If a game is already in play in an
unfortified location, fortifications in other locations
resolved by the ongoing game are ignored. It is assumed
that forces have broken through the weak point in the line.
 
EXAMPLE: Sarah and Carter are playing against each other.
They can't seem to work out their schedules so the battle
runs into the next campaign turn. Both players get to make
another move. Sarah decides to move into another, different
location occupied by Carter’s forces (this must be next
to one of Sarah’s uncontested territories). Carter, playing
defensively, decides to fortify a nearby location. The fate
of all contested areas between Sarah and Carter can be determined
with one game.
 
- Instead moving into a new map location, you may chose to FORTIFY one existing location. Specify this to the camapign organizers in your email. When fighting a game in this location, you will be able to choose ONE additional Stratagem for each level of fortification. These stratagems must be from the Key Building, Dirty Tricks, or Obstacles catagories. These bonus stratagems are in addition to those already allowed by the mission level and any location stratagems the player may already possess. This may be done more than once, adding 1 stratagem per fortification level, but no more than three times in any one location. This technique can be used as an alternative to aggressive tactics if you’re simply too busy to play.
  The fortification level of a given location will be represented on the campaign map by the following symbols:

Fortification
Level 1 |

Fortification
Level 2 |

Fortification
Level 3 |
 
NOTE: Fortifications in a non-urban area,
such as Golden Gate Park or Twin Peaks may ONLY be represented
by using Obstacles stratagems as there are no buildings
to fortify.
 
- If you will not be present for a while, let us know and we'll fortify one of
your locations every campaign phase. If you just can’t be bothered, forget to make a
move, or fail to tell the organizers, you miss out, because you cannot have a ‘backlog’ of turns and
do them all at once.
 
These rules should give players some flexibility in scheduling their games. In addition, some folks may not want to go it alone in such a scary place. For them we have...
Alliances
Any player can have a 'Non-Aggression' pact with any other. A simple "I won't attack you, if you don't attack me" agreement is possible between any two players regardless of faction. These agreements are not binding in any way. If you're stupid enough to believe somebody who will stab you in the back, it's your own fault!
 
Alliances are a more 'official' joining of forces and
have a few rules associated with them:
- You may only ally with forces
of a similar 'moral caliber', here are a few guidlines.
Chaos and Orks may ally with one another. Imperials, Eldar
and Tau may ally with one another (with the exception of
Witch Hunters who will not ally with Eldar). Kroot Mercenaries
may ally with any force except for Tyranids and Nercrons.
Tyranids may only ally with other Tyranids. Necrons may
only ally with other Necrons.
 
- You may not attack an allied
player unless you play Chaos or Orks, or unless it is the
last week of the campaign (every man for himself…). Any
campaign moves into allied territory will be discarded,
and your 2nd (or 3rd) movement choice will be used.
 
- If someone is contesting a location
with you but you cannot play them for any reason (out of
town, too chicken, etc.) and would like it resolved, simply
arrange for them to fight someone else who is allied with
you. It is assumed that your allies will step in to defend
your line.
  There are some limitations to this. The ally stepping in to defend you must share a border with you, or be able to get to your territory by crossing allied territory or by using the special movement ability conferred by Treasure Island. This represents a supply line. An ally can only defend you as long as he/she doesn't have to cross hostile/unclaimed territory to do so.  
- If two players that are part
of the same alliance have contested areas between them and
other players who are part of a different alliance, they
can play a large 'team-game' to decide the fate of all territories
if they wish.
 
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