The Hiruscant Campaign - Errata
Rules
Errata and clarifications
- Unit and battleforce changes are only allowed if the battleforce
is not locked in a pending battle.
Rules changes for next release
Combat
- Battleforces may retreat to allies' nodes, without the target
node changing ownership. The retreated battleforces owner may not
spend points on anything except moving battleforces that are in allied
territory, to either own or enemy territory (ie, the first thing to do
is bring the battleforce back into a legal position).
- If a node is attacked while an ally is in it, the allied force
fights the attacker at -10% points to represent poor resupply and
logistics support.
- If a node is attacked while both owning and allied battleforces
are in it, the owning battleforce (only) fights, and the allied
battleforce shares its fate if it is forced to retreat.
Modifying a battleforce
- Retraining costs 1 CP (changed from 5 CP).
- Units that are described as Mindless (eg, Spore mines and
Rippers) or are otherwise specifically described as unable to gain
experience (eg, Gun Drones) do not gain XP, and may not choose to lose
XP when failing a Ld check after modification. In such cases. the
player must spend CP as
described in the Campaign rules.
Race special rules
- Tau colonies
- The initial Tau colony is an installation, on par with the
Eldar
Webway portals and the Ork Roks
- Space Marine Battlebarges
- Motivation: Space marines are
a small elite force that can rapidly redeploy to the next crisis
hotspot.
- A space marine player may move a battleforce from orbit, warp
or deep space to any deep
space node on the map.
- Space marine reinforcements costs 14 CP.
- This rule does not apply to Witch Hunters or Daemon Hunters.
- Tyranid Without Number
- Motivation: Counting the
number of command points spent actually landing the "cheap"
reinforcements, it turns out that Space Marines are actually more
"without number" than Tyranids...
- Tyranids pay 7 CP for reinforcements, as other races.
- Tyranids may create a Hive
Node in any node where all neighboring nodes are Tyranid
controlled. This costs 1 CP. A hive node counts as an installation.
- Tyranids may place reinforcements in any Deep Space node, or
any controlled Hive Node.
- Imperial Guard Garrison forces
- Motivation: I want to portray
a force crumbling under the onslaught of innumerable aliens, holding
out against hopeless odds.
- Imperial Guards start with a battleforce in each City
node on the map.
- If an Imperial Guard battleforce is forced to retreat, roll a
die; On a 1-3, the Battleforce is destroyed.
Combat / Victory Points
- Motivation: Encourage players
to make a battleforce that can handle a variety of missions and
scenario sizes. It also encourages players to assemble and paint
enough models to be able to field a 2000-point army.
- For every 100 points difference between the randomly suggested
mission and the mission actually played, the player(s) receiving
victory points are penalized by -1 VP each, to a minimum of 1 VP.
- If playing a mission different from the randomly suggested
mission, the player(s) receiving
victory points are penalized by an additional -2 VP each, to a minimum
of 1 VP.
Mission Selection / Combat
- Standard Missions use the standard Force Organization Chart.
- Special, Raid and Battle missions use the alternative FOCs as
described in BGB p192.
- More
scenarios
Victory points
I'll evaluate the VP rules after the campaign ends.
Preliminary observations:
- KillTeam VP reduced to 6. 12 VPs is just too much for a
two-hour game...