Advanced Rules


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
  • 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.
     

Legal Mumbo Jumbo: This website is completely unofficial and is in no way endorsed by Games Workshop Limited. Dark Angels, Eldar, Orks, Tau, Ultramarines, Space Wolves, Blood Angels, Imperial Guard, Warhammer, Warhammer 40,000, Tyranids, and a bunch of other words (as well as a few images), are trademarks of Games Workshop Limited. Used without permission. No challenge to their status is intended. All content not created by the members of The Mournival is copyrighted by the respective copyright holders.