GW Preston Ridge-Planetary Empires: Campaign Arbitration
GW Preston Ridge-Planetary Empires: Campaign Arbitration
GW Preston Ridge-Planetary Empires: Campaign Arbitration
This will be a six (6) week campaign running from October 3rd until November 21st, 2011.
• HAVE FUN! We play these games to have fun, so let’s remember this goal always.
CAMPAIGN ARBITRATION
This campaign will be run by an Arbitration team. There is one Campaign Arbiter and two Rules Arbiters.
The Campaign Arbiter’s job will be to ensure that the Campaign runs smoothly. Any problems stemming
from other players between teams should first be addressed to a team’s representative who will then
bring the matter to the other team’s representative. If the matter still cannot be resolved, then the
Campaign Arbiter will resolve the issue fairly. The Campaign Arbiter will have final say in the matter.
The Rules Arbiters’ job will be to ensure that individual games run smoothly. Any problems stemming
from rules questions should first be addressed to a team’s representative who might be able to provide
an answer or might bring the matter up to a Rules Arbiter. The Rules Arbiter may suggest a swift
resolution (i.e. roll a d6) to keep the game running, but will probably bring the matter before the other
Arbiters for an official ruling to be used in future games. Any rules decided in this way will be added on
the notice board to inform all other players of the decision. Rules Arbiters should not also be a team’s
primary representative.
The Warhammer 40,000 Rulebook and appropriate Codex will be referenced to gain a basis ruling. The
FAQs will be used to determine a final ruling. Any situation not covered by these resources will be dealt
with on an individual basis and then posted for all players to see.
CAMPAIGN PARTICIPATION
Participation in the campaign will cost $5.00. This money will be 100% recycled into the GW Preston
Ridge community. Monies will be collected by the Campaign Arbiter starting on October 3rd. Monies can
be submitted any time before the campaign ends. This means you can play in the campaign without
paying on October 3rd, but you must pay before the campaign ends. Failure to pay might exclude you
from future community events. Discuss your situation with the Campaign Arbiter if payment might be a
problem. Any player may participate in the campaign.
Units from any source other than the above Codices must be approved by the Campaign Arbiter before
they can be used in the campaign.
SIGN-UP SHEET
To participate, sign your name on the sign-up sheet and indicate which Warhammer 40K army you will
play. You must play this army throughout the campaign. Also indicate your current experience level,
your play frequency, a contact number and a contact e-mail address. Indicate whether or not you can
receive text messages on your number.
EXPERIENCE LEVEL
Please indicate your play level as you think you are from Beginner, Novice and Expert.
• Beginner – A player who has only had a couple of months to a year experience playing
Warhammer 40K. This player is still learning the basics and may need guidance from time to
time.
• Novice – A player who has some experience playing Warhammer 40K. The basics are known as is
the Codex they are playing from, but there may be rules questions that come up from time-to-
time.
• Expert – A player who has been playing Warhammer 40K for a while. They are well familiar with
most rules in the rulebook and are also familiar with at least two different Codex. Rules
questions will come up rarely.
PLAY FREQUENCY
Please indicate the minimum amount of games you think you could fit into a Campaign Round (week).
Campaign setup will be on Sunday, January 2nd, 2010 at 12PM sharp and last until 2PM. During this time,
players will be introduced to their teams.
TEAMS
Players will be organized into equal teams of players (or as close as possible) by the Campaign Arbiter.
There will be four (4) initial teams. At the Arbiter’s discretion, players may be pulled from their original
teams and be moved to other teams. This may include a team’s primary or secondary representative
upon which a replacement should be decided on by the team.
Have everyone introduce themselves to each other; announce which army they will be playing and their
experience level.
Take suggestions for a team name, then vote on which name they will be known by.
Select a primary and a secondary team representative. The primary representative should be the person
with the most experience playing Warhammer 40K
TEAM SETUP
Each team will be given a spaceport tile and one of each building. Each team will then randomly choose
4 tiles. Each tile will be placed together in a specific pattern which will be shown during setup. Once a
team’s initial area has been built, each team will randomly draw one tile and the Campaign Arbiter will
arrange the map together. Here are the team flag colors:
ARMY SETUP
Each player’s army should be as WYSIWYG as possible. Proxy models are allowed but:
Games will be played in a series of rounds. Each round will last a week starting on Sunday at 2PM until
Saturday at 9PM.
Any number of games may be played against any number of opponents during a round. Games against
your own teammates or against opponents that are not signed up for the campaign are not counted.
The more games that are played allows for more chances your team has of capturing opponent’s tiles.
Players (or teams) can decide how many points they wish to play with the following caveats:
• Beginners should play from 500-1000 points. Building and Strategem specials will not be used.
These will be standard games of Warhammer 40K. (Beginner games do not have the same
advantage the Novice and Expert players do. It would take 2 Beginner games won to count as a
single win for the purposes of end-phase tile acquisition rolls, rounded down. In addition,
beginner games have a -2 penalty to their roll).
• Novice players should play from 500-1500 points. They will use building specials only. The only
other restriction is that BONUS points can only be taken from their own codex and not from a
teammate’s codex. Otherwise, these will be standard games of Warhammer 40K. Novice games
will have a -1 penalty to their acquisition roll.
• Expert players do not have limits or restrictions. They must use building specials. The have the
option of using the stratagem specials. If one player chooses not to use the stratagem specials
then neither player will be able to use ANY stratagem specials. Otherwise, these will be standard
games of Warhammer 40K.
Players of different skill levels can play a game against each other. When doing so, use the restrictions
for the lowest skill level. For example, if an Expert is playing a Beginner, both players should restrict
themselves to the Beginner’s restriction (i.e. a 500-1000 army and no specials will be used). In addition,
only the standard Warhammer 40K rulebook scenarios will be used.
Remember, if playing a player whose skill level is not as strong as your own, it is encouraged to help the
player understand the game more than to beat them mercilessly. For example, say you have all your
army in reserve. Your opponent has the first turn and during that turn they pop smoke. Since all your
army comes in on the bottom of turn 2, it makes no sense to pop smoke on the top of turn one. You
should politely remind him of that fact.
Players should divulge their army list to their opponent for the purposes of fair play. Players can ask to
be moved up or down in experience level, but it will be up to the Arbitration team to authorize the
move.
GAMEPLAY
At the beginning of every week, building special point totals will be calculated and posted.
• DEPLOYMENT DICE – When rolling to determine which player will deploy first, you may add the
value specified to your die roll.
• USR DICE – Roll the indicated amount of dice. If any single die rolls a 4 or higher, then any ONE
friendly unit may be assigned a universal special rule (check with a Rules Arbiter to determine if
the USR is allowed to be assigned the USR. Certain combinations may be restricted).
• Use the bonus points to add units from YOUR CODEX equal to or less than the amount
of bonus points awarded.
• Use the bonus points to add units from ONE OF YOUR TEAMMATES CODEXES ONLY,
equal to or less than the amount of bonus points awarded (check with a Rules Arbiter to
determine if the USR is allowed to be assigned the USR. Certain combinations may be
restricted).
• EXTRA POINTS – Use the bonus points to add units from YOUR CODEX equal to or less than the
amount of bonus points awarded.
Players will submit their results at the end of each game played.
EXPERT GAMEPLAY
Expert-level players will have the option of rolling on the Strategem table to add a randomness aspect to
their games. Roll a d66 and refer to the Strategem table. To roll a d66, roll two d6 one after the other,
counting the roll of the first die as ‘tens’ and the second die as ‘ones’. So, if you roll 2 on the first die and
5 on the second, your result on your d66 roll is 25. If you are playing a multi-player game, then each
team involved is allowed to roll once (i.e. one roll per side, not one roll per player). Each entry has a
name, whether it's a major or minor stratagem, what requirements it needs in order to be used, and
what effect it has.
Requirements
The entries you are allowed to select are limited by the territory you or your opponent controls. This is
noted on the entry itself. For example, you can't make a Planetstrike unless you control a spaceport. As
long as the requirements on the entry are met, then the effects noted on the entry will apply for the
battle. If the requirements on the entry cannot be met, then the player will not be able to make use of a
stratagem in this battle.
If both entries are minor stratagems, then the effects noted on both entries will be used.
If one entry is a major stratagem and the other not, then only the major strategy entry will be
used, and the other entry will be discarded (even if its requirements had been met).
If both entries are major stratagems, then roll-off to see whose entry is used - the winner
applies the effect of their stratagem, and the other strategy entry is ignored.
Effects
Any entries that remain in play will allow the player that chose them to make use of the special effect
noted on the entry. These special effects take precedence over the core game rules and any rules found
in a Codex.
STRATEGEM TABLE
When your team has completed a game, notify an arbiter with your team name, who played and what
the result was. The following is a list of the results for the most common scenarios:
End phase will be conducted every Sunday starting at 12PM sharp and continuing until 2PM, at the
Campaign Arbiters discretion.
Teams that do not have a representative present at this phase will forfeit their chance to roll. Each win
scored by each team allows that team a chance to roll to take an opponent team’s tile. The team with
the most wins will be allowed to roll first and then each team in order of number of tiles from highest to
lowest. If two or more teams tie, then a roll-off will determine which will go first. This means that it is
entirely possible to have recently acquired tiles to be immediately reacquired by their original team. Any
team can attempt to take any opponent’s team tile anywhere on the campaign map(s). If a team has at
least 3 wins, the team may ‘turn in’ 3 rolls to take tiles to instead roll 2d6 on the chance of adding
another building. This must be the first ‘action’ they perform. This can be done a maximum of two times
during end phase.
On a 2-10, construction is delayed until next end phase. No building is added. Bonus added if
attempted next week. (BONUS: Replace ‘On a 2-10’ with ‘On a 3-9 or 11’)
On an 11, a random building may be added any one of that team’s tiles that does not already
have a building. Roll on the following table: (BONUS: Replace ‘On an 11’ with ‘On a 10’)
1) Construction is delayed. No building is added. Bonus added if attempted next week.
2) Add a Power Station.
3) Add a Shield Generator.
4) Add a Manufactorum.
5) Add a Command Bastion.
6) Roll another d6. If that die is also a 6, choose which building OR replace one of their tiles
(with no building on it) with a Spaceport tile. Otherwise construction is delayed. No
building is added. Bonus added if attempted next week
On a 12, the team may choose a specific building to deploy OR replace one of their tiles (with no
building on it) with a Spaceport tile OR they may try to upgrade their Spaceport to a Hive City.
To upgrade, roll another d6. If that die is also a 6, then the spaceport has successfully upgraded
to a Hive City. Otherwise construction is delayed. No building is added. Bonus added if
attempted next week. (BONUS: Replace ‘On a 12’ with ‘On a 2 or 12’)
If a team has decided to try to add a building and still has rolls to attempt to acquire tiles leftover, then
these rolls will be at the continued penalty. (I.e. Normally, 5 rolls would be at the following penalties: 0
for the 1st, -1 for the 2nd, -2 for the 3rd, -3 for the 4th, -5 for the 5th. Trying to add a building uses 3 rolls,
regardless. The first roll would then be at a -3.)
END OF CAMPAIGN
At this time, all teams will have their controlled tiles tallied up.
The team that has the most tiles controlled will be declared the winning team.
In the case of a tie, all team members (even between the tied teams) will participate in a game of
Powder Monkeys with only two rules:
6s kill 1s
3s explode
Last man standing’s team will be declared the winner. In the event that there is no winner, then Powder
Monkey will be played again with only 3 dice each between the last two players until a winner is
resolved.
T1B 21 T2B
T1B 14 T2S
T1S 6 T2B
22 10 5 T2B
18 1 9
15 2 4 13
11 3 20
T4B 7 12 24
T4B 8 T3S
USR DICE 1 2 3 4 5 6 7 8
1
2
3
4
5
6
7
8
BONUS 1 2 3 4 5 6 7 8
POINTS
1
2
3
4
5
6
7
8
EXTRA 1 2 3 4 5 6 7 8
POINTS
1
2
3
4
5
6
7
8