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BFG Campaign Rules

 Post subject: BFG Campaign Rules
PostPosted: Mon Dec 13, 2010 11:06 pm 
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Brood Brother

Joined: Fri Dec 03, 2010 3:30 pm
Posts: 2
hey guys, 2nd post!

thought i'd post up some campaign rules i cooked up a while back. wouldn't mind some input. thanks!

BFG Campaign Rules by Daniel Dubach

System Map

There will be a map of the Stygies system with several planets making the backdrop for our games of BFG. Warplanes will connect planets and provide the method of transport to other systems. Not all systems will have the same amount of warp lanes either. The number of planets placed will be based around the number of players taking part in the campaign.

Starting Off

Each player will start with a single Fleet Admiral and a single system under their control, which will be that player’s homeworld. To take out a player, you must take out their home

MOVEMENT:
Each War fleet can only move one system a turn

Scouting fleets can move 2 systems a turn.

FLEETS

Max fleet size will be limited by your fleet leader’s renown.

1-5 750pts
6-10 1000pts
11-20 1,250 pts
21-30 1,500pts
31-50 1,750pts
51+ 2,000pts

Note that this is the maximum fleet size, you may play smaller games if you which, and you don't have to field your entire fleet in each game.

When fleets increase in maximum size, you must still pass the appropriate appeal roles to increase the actual number of ships.

Scout Fleets are always 350pts and can only include escorts.

Allies: Commanders with a renown of 25 or higher may take allied vessels in their fleet. No more 20% of the total fleet size may be allied. List of allies is as follows, each commander may only ally with ONE faction

Imp - SM, Tau
Chaos - Orks, DE
Orks - Chaos, DE
DE - Chaos, Orks
Eldar - Imp, Tau
Tau - Eldar, Imp
SM - Imp
Nids - NONE!
Necrons - NONE!


REINFORCEMENTS, REFITS AND NEW SHIPS

You get new vessels in your fleets by passing an appeal roll to gain reinforcements, one successful appeal roll allows a single cruiser or squadron of up to 5 escorts, 2 successful appeal rolls gives a Grand Cruiser, Heavy cruiser or Battle cruiser. 3 Successful appeal rolls will grant a battleship. Note that they must be made at once or over several turns, for example if you pass two appeal rolls for a battleship, and then decide to add a cruiser with your next appeal roll, you loose those two passed rolls. Fleets must still pass all normal composition rules (minimum ships to field battleship etc…)

To gain a Blackstone Fortress (activated or normal), Space Hulk or Ramilies, you have to pass a dedicated appeal roll of 6.

Refits are granted just like in the rulebook, each race use their own special refits, or the Imperial ones if none other are available.

Scout Fleets always have a single appeal, which can only be used to get reinforcements (only escorts) up to their maximum size of 350pts. Also repair points map be spent on scout fleets as normal.


Ships gain experience just like the rulebook and all ships have access to their own skills if available.

CREATING NEW FLEETS

To create a scout fleet, you have to spend 5 repair points, and then you may place a scout fleet marker in your homeworld.

To create new war fleets, you must also spend repair points, however the more fleets you have in play, the more expensive it becomes to muster new fleets as resources and man power are stretched.

Your second fleet costs 10 repair points, and each subsequent fleet raises the cost by an amount of repair points.
Second Fleet: 10 Repair Points
Third Fleet: 15 Repair Points
Fourth Fleet: 25 Repair Points
Fifth Fleet: 35 Repair Points
Sixth Fleet: 45 repair and so on…




UPKEEP

For repair points use the highest single renown total to determine repair points. These Repair points are then used over all fleets, so you must distribute them across all your fleets.

Each fleet generates its own appeals based on its renown.

ATTACKING AND DEFENDING

War Fleets can invade or raid other systems if they wish, a fleet moving into an enemy’s system must decide whether to raid or invade the system.

Scout Fleets can only raid other planets.

A War Fleet can defend any planet it is in or within one warp jump of their current position.

Scout Fleets can defend any planet within two warp jumps of their current position.

Fleets can only react to a single invasion. If multiple players invade a single system, there should be 3 or more sided games, with the defender feeling rather outnumbered, but only a single team will gain the system...

Multiple fleets can react to an invasion within their reaction range, but only a single fleet can react to an enemy raid (less forewarning, wary of feints and so on). Also no more fleets can react to an invasion than there are fleets in the invasion. As an example if i was invaded by two scout fleets and a war fleet, i could defend with up to 3 fleets (assuming they were in position to respond). This is to signify that high command is cautious about leaving systems unguarded.

SYSTEM DEFENCES

Repair points may also be spent to build system defences at key points on the map. During your turn, you may spend repair points to have system defences in place for until you loose the system. Each repair point allows 100 points to be spent on defences, this is separate from actual fleet sizes, and allows you to defend each system from minor raids without having to risk actual fleets.

Forge worlds, pirate bases, and home worlds may have up to 500pts of system defences, whilst other systems may have up to 300pts. You receive the full points for every raid/battle and you do not need to repair lost system defences.


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