Ok on to the rules of the campaign.
The Faaris Campaign - Rules
This is a map basted campaign designed for three players who will fight over a planet containing 19 different regions.
Each region has a specific mission, points guide and occupation bonus associated with it, these will not change during the campaign.
Each region begins the game under the control of one of the non-player races (NPR's) see attached table.
The Castrum Praetorio region starts the campaign under the control of a random NPR.
Each campaign turn all players will pick a region that they wishes to attack, if two or more players choose the same target then they must roll off with the winner attacking the choosen region and the loser(s) choosing another region that has not already been picked.
If at any point two players both declare the Castrum Praetorio region as their target they then play against each other for control of the region. If all three players declare the Castrum Praetorio region as their target then a three player game is played with the winner gaining control of the region. In either case any NPR that may control the Castrum Praetorio region is considered to lose control of it just before such a battle.
When a player is choosing a region to attack he may only choose a region that boarders a region he already controls, the two moons are considered to boarder the three regions closest to them and each other.
The attacking player gets to choose the points limit for the game from those listed for that region and a game is played using the mission specified against the race that currently occupies the region. If the occupier is another player obviously the battle is played against them, if it is a NPR them it is played against someone using that race as his army.
Due to the nature of the campaign there can be no drawn games so any games undecided due to the victory conditions of the mission is decided on victory points as in the 40K rulebook. If these are still drawn the defender wins.
At the start of the game the players control no regions so must make planetfall and attempt to gain a foothold. They may pick any region controlled by a NPR to attack in this first campaign turn and in each turn until they gain control of a region.
During these battles, where players do not control any regions, they get a special bonus as they surprise the enemy and their orbital assets are able to aid them in gaining a foothold.
This special bonus allows them to decide who wins any dice roll made before the game starts to choose sides, deployment area's, roles, who goes first etr.. Also at the start of the game after both sides have deployed the attacking player gets to make a single firestorm attack. This attack is resolved as a S:8, AP:3, Large blast, Pinning, indirect barrage attack that can target any point on the battlefield. The attacking player may choose to place a crater where the attack hits if able.
Each region has a special occupation bonus that is available to the player or NPR that controls it. These bonuses are always in effect and can be used in every battle that the controling race takes part in. Any unit effecting bonuses must be assigned on the army list during list building.
All things being well the players will be able to stay even with the number of games they have played and stay on the same campaign turn, but things crop up and someone may find themselves getting a little behind. If this happens a player may choose to let fate decide the outcome of a battle as he doesn't have the opportunity to play, so as not to hold up the other players.
If he decides to do this he declares the region he is attacking as normal but instead of playing the game he just rolls a dice, on an even number he is considered to have won the battle, on an odd number he is considered to have lost.
Obviously this is only to be used if a player gets very far behind and only as a last ditch resort to stop the campaign falling apart, not to be used to randomly take a hard to defeat region.
To keep the game interesting the NPR's have a chance of taking control of regions controlled by other NPR's and even gaining control of a region after they have lost control of all their others.
To achieve this 2D6 is rolled for each of the NPR's (in alphabetical order) at the start of every campaign turn.
If a race that controls any region gets a result of 11 or 12 then that race gains control of a random region boardering one they already control, that is currently controlled by a different NPR. If they have a boarder with the central Castrum Praetorio region and it is controlled by a different NPR they always gain controll of it instead.
If a race that no longer controls any regions rolls a 12 on its 2D6 it gains control of a random region controlled by another NPR.
A player is declared the winner of the campaign if at any point, when all players have taken the same number of campaign turns, he controls the central Castrum Praetorio region and any six other regions.