Campaign Rules

Round Structure

  • Lasts 2-4 weeks based on the number of battles

  1. Planning Phase

  • Monday - Sunday (Day 1-7)

  • Afflictions (if any) that will take effect this round are revealed.

  • Players send the names of the areas they wish to attack (Day 1-5). Along with their army priority (offense or defense).

    • These must be neighboring areas with 2 exceptions:

      • The player used a Space Port

      • The player has no area on the map. In this case he may choose any area as the target of his attack, but there is a 50% chance his attack will target a neighboring area instead.

  • If they have the necessary buildings, they can also attack with conscripts or other auxilliary forces.

  • Players may also spend RP to attack unclaimed areas (and gain them automatically unless an opponent does the same - see special rules below)

  • Ends with the map reveal and a list of battles (with details on the Battles page)

  • Players review the list of battles they should fight and notify the Campaign Master if there are any they do not wish to fight (auto-loss). This may happen if they chose a defensive priority and were attacked by more players.

  • Each player will fight a maximum of one battle. Which battle it will be, is going to be determined by their army priority. More on this in Rules/Classification of Battles.

  1. Battle Phase

  • Monday - Friday (Day 8-12), battles should preferably take place during pre-determined "game days" (Wednesdays in Mephit).

  • Players fight the battles using the Beyond the Veil mission pack (unless told otherwise).

  • Players gain 1 RP after the battle as usual.

  1. Strategic Phase

  • Saturday - Sunday (Day 13-14)

  • Players choose which territory to fortify (see fortifications below)

  • Players then choose two actions to do from the list (they may choose the same action twice):

    1. Massive Fortification - you may increase your fortifications by 3 in total spread over one, two or three areas.

    2. Exploration - interact with an object in a territory under your control

    3. Construction - build a structure (for free)

    4. Output Increase - send your commander to oversee some structure's operation improving the bonus it gives - limit 1 per structure

    5. Investigate Pylon - investigate the strange features of this object if it is in your area or in an neighboring one.

  • Finally, all players may spend Requisition as normal

  • Players update their Order of Battle (army list) online and send information about their fortifications and actions to the Campaign Master (CM)

Map Features (original)

  • Ruins

    • Ancient, abandoned, mysterious. Most likely a waste of time, could hold some ancient treasure? Could also awaken those things buried there.

    • Can be explored if under control as one of the two Commander actions.

  • Natives' Camp

    • Who knows what can be gained by talking to the barbarian humans who had been here before we arrived.

    • Can be explored if under control as one of the two Commander actions.

  • Mine

    • Great deposits of rich minerals and promethium. Ripe for the taking.

    • Yields 1 Requisition Point to its controller per round. If overseen by the commander it yields one extra RP.

Map Features (built)

All the following features and constructions are destroyed if the territory where they are changes hands.

  • Training Center

    • At the end of the Strategic phase, you can choose one unit per training center to gain 2 XP or D3+3 XP if you pay one Requisition point.

    • If you also have a population center, you can order your auxilliary forces to attack (see below).

    • Increased output: you may choose two units in total to gain experience instead of just one (if you pay RP, you still pay only one RP and both units benefit).

  • Base of Operation

    • You ignore one point of fortifications in the defending areas per Base of Operations (max 2).

    • If you also have an Intelligence Center then you can change your army priority within 24 hrs of the map reveal at the end of the Planning Phase.

    • You may launch a Mass Offensive.

      • When you launch a Mass Offensive, pay X RP.

      • You Army priority must be offense for this round. If it is changed for whatever reason, the offensive fails.

      • You may target X extra areas controlled by the same player with one of your attacks. All targeted areas must be connected and must share a border with your territory.

      • New option: Deep Push. You choose your primary target as usual but the extra targeted areas do not have to share a border with your territory, only with the original target. However in this case, you cannot claim any extra areas unless you win in the original target.

      • See battles for rules how to determine battles over more areas.

    • Increased output: your battle in the following round ignores the Strategic Setbacks special rule. If the mission does not use Strategic Setbacks, you may choose who gets the first turn. If no battle is fought you gain 1 RP to spend on modifiers of the Claim Roll (see Classifications of battles).

  • Space Port

    • You may pay 1 extra Requisition Point to launch an attack against a territory anywhere on the map.

    • Increased output: next round, you begin the battle initiated via Space Port with 2 extra Command Points and ignore 1 point of enemy fortifications. If no battle takes place, gain +2 to the Claim Roll for the attacked area.

  • Hab/population Center

    • Fresh Recruits requisition costs 0 RP.

    • At the end of the Strategic Phase, increase your Supply Limit by 2 power / round (= 40 points).

    • If you also have a training center, you can order your auxilliary forces to attack (see below).

    • Increased output: choose up to two of these - Rearm and Resupply, Psychic Meditations, Specialist Reinforcements and Increase Supply Limit. You may use them once for free this turn.

  • Intelligence center

    • You may read two secret messages per round per Intelligence Center. Note that you may not read the names of the sender and addressee and that the message must be from the current round or the following one.

    • If you also have a Base of Operations then you can change your army priority within 24 hrs of the map reveal at the end of the Planning Phase.

    • You may pay 1 RP to read the names of senders and addressees of all messages this or the next round (choose one). Note that you can't read the messages themselves.

    • You may also send decoy messages (see the Communications for more details)

    • Increased output: you can read all the messages from the current or following round (choose one). Unless you paid, you still can't read the names of the senders and addressees.

  • Fortification (X, max 3)

    • Add X Command Points to your pool at the start of a battle played to defend this territory.

    • If an area with fortification is the target of an undefended attack, the area may still survive even without a defending army. The attacker must make a Claim roll, this is a d6 roll and if he rolls higher than the number of fortifications, he gains the territory, otherwise the attack fails. The roll may be modified in multilple ways see Classification of Battles

    • After an area with fortifications is successfully defended, reduce the value of the fortifications by 1.

  • Pylon

    • Effects: Unknown

    • If you control an area with a Pylon or a neighboring one, you can investigate its function. To do that you must either spend one of your actions or 2 RP.

Various Special Rules

Auxilliary forces

  • If you have both a training center and a population center, you can send your basic infantry / conscripts, slaves or other low-level troops on the offensive.

  • To do so, pay 1 RP in the planning phase and choose a target area as normal (note - you can't use the Space Port for this).

  • You can launch one attack for each pair of Training Center + Population hub you have (1TC+1PH=1 attack, 2TC+1PH=1 attack, 2TC+2PH=2 attacks)

  • If the player controlling the area has no other battles to fight this turn (or he chooses to not fight them and auto-lose), the offensive fails as your forces are no match against the elite.

  • These battles will be resolved by the Claim Roll.

Unclaimed areas

  • There are three ways how you can claim an unclaimed area:

    1. Attack it as you would any other player. If no other player attacks it too, you automatically gain it.

    2. Spend X RP to have your secondary forces claim the area. If no other player does the same, you gain it, otherwise it goes to the player who spent more or is randomly decided in case of a tie.

    3. Launch a standard attack at an area and if you are successful, you can automatically claim one empty neighboring area. In case more players are eligible for this, decide randomly.