GLADIUS SECTOR II
- Each new player starts with 3 territories, one
of which is a unique territory called the Fortress. This territory allows
the player to field 1 HQ choice and as many Troops as he wants. The other 2
territories are rolled on the table.
Making an Army
- Each player must field 1 HQ and at least 2
Troops choices. They are allowed to take up to two HQ choices and any number
of Troops choices. The only exception is if a player loses his Fortress and has
other territories. Players can only field other choices if they control
territories that allow them. Any player may take as many Troops
choices as possible.
- Before each game, both players must 'stake'
one of their territories. Each player must tell the other player what is
staked. Also, another random territory is generated. When the game is over,
the winner keeps his staked territory and may choose one of the following:
- Take the opponent's staked territory,
leaving the new territory to the opponent.
- Take the new territory, and the opponent
keeps his staked territory.
- Raze both the opponent's territory and the
- There are an infinite number of territories to
be gained, but a player may only use 12 at one time. As this is a campaign,
it is believable that the army keeps control of its previous territories,
meaning you may select the 12 you are using from your full list of
territories. This means a player could well have over 20 territories,
but he may only use 12 for any single game! One of these must always
be your Fortress.
- If a player challenges another player, he has
7 days to play or he forfeits one territory (loser's choice). Two players
may not fight each other more than twice in a row. Note that a player
will not forfeit a territory if he cannot show up due to an emergency.
People will not be penalized for things beyond their control!
- If any player is reduced to less than 3
territories, they may raze their lands and start again, via Genesis.
- To keep things fair for people who can't get
in many games, only three games may be played per player per week. The
period of a week is from Monday through Sunday (to prevent confusion with
the weekend being split between two weeks). This just means any single
player can only play three games in a week. You can choose to play
less, but no more!
Rules Questions and Disputes
- Should a question regarding the rules come up
in a game, and the answer is not readily available (either in the rulebook
or the 40K3 Q&A), seek out the campaign organizer (Tom Setzer) and
request his aid in getting an answer. If he is unavailable, seek out
Kris Wolf. If neither are available, or cannot come up with an answer,
roll a D6 to resolve the question - on a high roll, the question is resolved
in one manner, on a low roll it is resolved in the other. Make a
record of the question or dispute after the game, so it can be check on more
fully when there is more time to do so. In all cases, the campaign
organizer is the final arbitrator on any rulings.
Campaign rules by Kenneth
Spaceship Wreckage gives you one randomly rolled piece of wargear.
Roll a D6:
1-2) You find a personal field projector. One of your characters can have a 5+ invulnerable save.
3-4) You gain a short-ranged teleporter. Once per battle, you may
use it to teleport the model with the teleporter and one squad within
6" up to 12" using the Deep Strike rules. The teleporter
may even be used to teleport a squad out of an assault. This
teleport cannot be used to leave the game table.
5-6) You find a suspensor unit for a heavy weapon. One weapon
that is currently designated as Heavy can be re-designated Assault, but
will drop to 50% range and lose a point of strength. (i.e., heavy
bolter would be 18", S4; Dark Lance 18", S7; Missile Launcher
24", S3/S7; Kustom Mega-Blasta 18", S6, etc.)
Allows you to use a Preliminary Bombardment (Warhammer 40K rulebook page
???) as long as you stake this territory (even if the mission does not
Allows you to re-roll any one die roll during each game. If you stake
this territory, you may take 2 re-rolls. One die roll is defined as one
physical die, not one group of dice.
Elite/Fast Attack/Heavy Support:
These territories allow you to take one Elite/Fast Attack/Heavy Support
choice in your army. Multiple territories can combine (e.g. you may take
3 Elite choices if you control 3 Ancient Ruins). You may take these
choices even if they are not allowed by the mission organization chart
(e.g. you may take 4 Elites if you control 4 Ancient Ruins).
+25 points/+50 points:
These Territories allow you take field more points in your army. This is
done after the Army size has been agreed upon (e.g. Both players agree
to use 1000 point armies, but one player controls a City and a Wasteland
and can therefore take 1075 points).
Any one unit in your army may now Infiltrate on missions that allow
Any one unit in your army may now Deep Strike on missions that allow
Roll twice on the Territory Chart and combine the two territories'
abilities. A further result of Special is ignored (sorry).
A slight modification to the
original rules has been made. Wastelands give +25 points, whereas in the
original rules they only gave +10.
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