Mighty Planetary Empires Welcome to the Mighty Planetary Empires Campaign! This is a 6 week campaign, running from the 25 th of September 2009 to the 6 th of November 2009 and will be graciously hosted at Paradigm Infinitum (PI). The goals of this campaign is primarily to have fun, but also to promote team building and some aspect of leveling and role playing. Fluff building and army progression is highly promoted! Teams Players will organise themselves into teams of 1 3. 4 slots will be allocated for the initial teams. New players may join existing teams or may form new teams (refer to New Teams section). Teams are encouraged as it not only helps promote stories and group dynamics, but also allows the team to progress as long as at least 1 player is able to play over the course of the week. The more games you play, the more chances you have to capture tiles. Phases Each week, we will meet up on Friday, at 7.30pm. During this meeting, we will sort through the following phases. 1. End of Round Based on their win/loses, players are able to perform actions such as capturing the other opponents tiles or building buildings. The first week will be the setup, instead of the End of Round actions. 2. Events Taken from the Mighty Empire rule set, these events add flavour to the games. Starting from the player with the smallest empire, they will choose 1 event and implement it accordingly. Each event may be chosen only once. 3. Challenges Challenges are announced. Every team must challenge another team at least once. During the week, teams are encouraged to challenge other teams, and post the challenges on the forum.
First Week Setup For the first week, the End of Round will be replaced by tile setup phase. We will start with 4 teams. Each team will be given a spaceport tile and 4 buildings and 6 team flags. Each team will randomly pick 6 tiles. The teams will place the tiles (and buildings, if any) according to the regions that are available on the map for both themselves and/or their opponents. Each tile (other than the 1st and 2nd tile) must touch at least 2 other tiles. Once all the regions are assembled, the teams will take turns to assemble the regions together. All region tiles must connect to at least 2 more other tiles. Gaps will be filled in with unclaimed tiles. Teams will then take turns to claim tiles by placing their team flags on the tiles. They must pick a tile that is adjacent to another. If there are no other tiles available, they may choose anywhere somewhere else on the map. Certain tiles can only be placed in certain places: Tiles Ocean tiles River/lava stream tiles Region tiles Can only be placed in a corner of the map. Can only be placed next to another river tile, corner, marsh/lava pool or mountain tile. Can only be placed within the region, except when ending the zone. Whenever you place a building down, or capture an existing building, the team needs to declare which player it belongs to. Armies that consist of the same army type will share the benefits of the buildings (for e.g. 2 space marine armies can share a Command Bastion if it belongs to Space Marines.)
Events Before each battle, starting from the team with the least territories, each team will pick one of the following events. You may not choose the same event twice. Events 1. Immoral Victory Your first drawn game counts as a win result. 2. Building Boom You may immediately place a building at a 2 roll. 3. Disaster Pick one team. Roll a D6 for each building in his possession. On a roll of 1, the building is removed. 4. All or Nothing You will receive an additional D3 chances to capture if you do not lose any battles this round. If any battles are lost, you will suffer a Disaster result (rolled at the End of Round phase) 5. Scouts You will get to re roll your deployment to go first or second in your battles this round. 6. Land Grab The first tile that you wish to conquer will be done so at a +1 to your dice roll. 7. Diplomacy Pick one team. They may not challenge you in this round. 8. Elite Army You may have 1 additional, Elite, Heavy or Fast Attack slot this turn.
Challenges The more games you play, the more chances you have of capturing your opponents tiles. You may only capture the tiles of the team that you fight with, or if there are free tiles when players drop out. To be eligible to capture a tile, you must win a battle against your chosen opponent. Players (or teams) can decide how many points they wish to play. Recommended game sizes vary from 1000 to 2000 points, as the bonuses have been balanced out along those game sizes. 50 points extra in a 750 game is a big difference, but not so much more in a 1.5k game. After you have worked out the point values for each battle, but before you chose which army is to be played, you and your opponent will compare tiles/assets to see if you have battle bonuses. Compare the points you have against the points your opponent has. Refer to the charts below for detailed army specific assets. Power Station (adds to the dice roll for picking deployment) Command Bastion (on a 4+, one unit in the army gets a USR) Shield Generator (Modifier for capturing tile/modifier for capturing adjacent tile) Manufactorum (adds to the army s total available points) 1X +1 1D6 modifier 50 50 2X +2 2D6 modifier 100 100 3X +3 3D6 modifier 150 150++ Tiles (For each additional tile the opponent has, you get an additional 50pts) Army Power Station Command Bastion Shield Generator Manufactorum Space Marines 10 10 4/ 1 6 Imperial Guard 6 8 5/ 2 11 Orks 9 6 3/ 1 9 Tyranids 8 7 4/ 2 10 Eldar 10 11 2/ 1 6 Tau 8 9 4/ 2 8 Necrons 7 8 5/ 2 9 Dark Eldar 11 9 2/ 1 7 Chaos Marines 10 10 4/ 2 6 Daemons D6+5 D6+5 D6/ D3 D6+5 Others 9 9 4/ 1 8
Allies All bonus points may be used in 2 ways: to boost your own army points, or to purchase allies. Allied units bought in this manner may be played by yourself or by another member in your own team and may consist from armies from any other race except Necrons and Tyranids (there is little fluff to explain otherwise. These 2 races just want to destroy or eat other races!) Crossing paths can make for good stories! Allies Trusted Allies Neutral Allies Distrusted Allies Not Applicable May share building bonuses. May share army wide bonuses. No negative unit modifiers. May not share building bonuses. May not share army wide bonuses. No negative unit modifiers. May not share Building Bonuses. May not share army wide bonuses. Distrusted units within 12 of each other suffer a 1 ld modifier. May not ally at all!
Space Marines Imperial Guard Eldar Witch Hunters Daemon Hunters Chaos Space Chaos Daemons Orks Dark Eldar Space Marines Imperial Guard Eldar Necrons Tyranids Witch Hunters Daemon Hunters Chaos Marines Chaos Daemons Orks Dark Eldar Necrons Tyranids Trusted Neutral Distrusted Not Applicable
End of Round Players will submit their results at the End of Round phase each week. Teams that are not present at this phase will forfeit their chance to roll. Each win each team has scored allows them a chance to roll on the following table. Conquest Table 2D6 roll to capture Location Tile adjacent to one of the winner s tiles 3+ Tile is not adjacent to one of the winner s tiles 7+* Modifiers Tiles has Defense Lines, Ruins or Rivers 2 Tile has a Mountain or Space Ports 1 Tile has a Shield Generator Modifier Attempting to capture more than 1 tile per turn 1 for each extra tile after the 1st Buildings (one Power Station 7+ per tile) Shield Generator 8+ Command Bastion 9+ Manufactorum 10+ Hive City (counts as all of the above and a space port. Adds a tile) 11+ *if the winner controls a Space Port tile, then he counts as being adjacent to all other Space Port tiles. Winning the Campaign The team that captures the most number of tiles at the end of the 6 weeks will win the campaign.
Registration and Event Details Registration will be done at PI. All participants will have to pay a registration fee of $5 and submit their army of choice. They will also have to take photos of the army that they have selected. The teams will be set up on the first day. The event will run from the 25th of September to the 6th of November and meet ups will be arranged every Friday evening. This is to facilitate games over the weekend. The registration fee of $5 will be used to fund the following token prizes. Best General The team that wins the campaign. Best Sportsman Players will vote who their favourite opponent is. Best Progress Photos of the armies being played will be taken at the start of the campaign and/or whenever a new unit is being used. The player with the most progress done up, be it painted and/or converted will be awarded this prize. Armies will need to be at least 1/3 fully assembled and painted with a minimum of 3 colours. The countas rule is in effect, but WYSIWYG is highly encouraged. This does not mean that armies that are fully done up are at a disadvantage. You may use this opportunity to build and paint up those units that you have always said you wanted to do up!