General Rules- v2
The Nephilim Campaign is separated into two game modes. The campaign map and planetary battle scale. The Campaign Map uses a simple system for movement and transport of your battle group using battle fleet gothic ships, and a star map with planets. On the campaign map you will move your fleets around the system fighting battles and conquering planets. The planetary battles use Warhammer 40k 5th Edition Rules.
Campaign Map
The Campaign Map will consist of several Planets set up on skimmer stands. Positions of the planets is always subject to change due to the movement of planets within a solar system but for the most part will remain the same.
Turns
There is no such thing as turns in the Nephilim Campaign. Instead time is marked by the passing of major events within the story. There are many triggers many complex plans set in motion and sealed in fate. Every scenario you play from 500 to 5000pts is critical. Each choice you make in the campaign will affect the outcome for all players. It may be a long time before you see that a choice you made while still a warband captain shaped a Daemon Lord for you to best as Legion Warmaster many hundreds of years later.
Movement on the Campaign Map
Movement is bought with Resource Points. Each ship or fleet keeps track of their own Ships movement count. This is the ships maximum movement. Measure in inches and subtract the inches from your ships movement count whenever you feel like moving. Unlike Many games there are no turns in the Nephilim Campaign therefore no way to keep track of who can move when where, instead the resource point method will be used. Simply deduct each fleets movement from your total count. To purchase more fuel simply spend a reserve point in the wargear section.
Planets on the Campaign Map
Each Planet has three battlefields and several unique rooms. Each scenario, battle, or mission will be laid out by either a GM at events or between two players during non event battles. Terrain will be set up accordingly. Remember this isn’t just about slugging it out, the way you set up your terrain should be set up appropriately for each missions storyline. To interact with the planet you must be within 3inches of the planet with any ship in your fleet.
Ships and Fleets
Ships are single models used to transport your army around the battlefield. In the Nephelim campaign we will be using Battlefleet gothic ships. There are four Classes of ships.
Class 1- Anything smaller than a rogue trader ship (ex. Destroyers ) 1000pt Transport cap.
Class 2- Rogue Trader Ships (special rule avoid detection) 4000pt transport cap.
Class3- Cruisers (Imperial Cruiser/ Space Marine strike cruiser) 6000pt transport cap.
Class 4- Grand Cruisers and battle Barges fortresses and settlements 10000pt transport cap.
Race Specific Cruisers
Space Marines/ Chaos space marines-
Flying Behemoth- Space Marine strike cruisers are the pinnacle of the Mechanicum’s technological mastery of space warfare. Space marines specialize in boarding actions
+1 to roll of for boarding action roll to determine who is attacker
Tyranids-
Using the Biomass- Ships digest worlds biomass and create new monsters within their swelling masses.
+1 Resource point for having a fleet or three or more race specific cruisers
Tau-
Some Communist bullshit- “when the first Kroot dies the next Kroot will take his rifle and use the ammo…”
Kroot Cost Half price in reserves
Daemons-
Daemons do not need a ship they make board any ship and attack any planet on a roll of 5+
Eldar-
Web way- Eldar only scatter one D6 when making a warp jump
Necron-
New Codex- the Necron are so good they don’t need a race specific ability or a new codex apparently.. lol just kidding, but seriously though no race specific ability until you get a new codex.
Sisters of Battle-
Righteous Zeal- The Emperor inspires holy rage
+1 to roll for seizing the initiative when playing a boarding action
Dark Eldar-
Drugged up pirates- They don’t care if they crash because there high
May Take AV 10 skimmers in Boarding Actions
Orks-
Da Good Bitz’- One race specific cruiser must be the flagship carrying your Mastuh’ Loota’, he allows you to use your special ability
Orks count Looted Cruisers as race Specific Cruisers
Imperial Guard-
Squishy Necessities-
May choose to re-roll dice for choosing long or short table edges in boarding actions
Grey Knights-
Serious Teleport Tech-
Deep strike with One less D6 Scatter than normal during boarding actions
Fortresses and settlements add a new board to the planet they are established on. This board may be targeted for attacks by NPC’s and other players. Every settlement or Fleet you have earns you one resource point every week. Keep track of your auto points they can help. Also Fortresses hold a standing army and must have a list written for who are stationed as defenders there.
A Fleet is simply a group of three or more Class 2 ships or higher. Vessels in a fleet do not use separate movement points to move but instead move as a single unit. To move as part of the fleet you must start and end your movement phase within three inches of the designated flagship.
Transports Rogue trader ships can transport any race or species as well as looted Cruisers. Race specific ships are highly exclusive to their own kind. Although it is not against the rules it is frowned upon to transport your army in another races ship. Ex. A brood of gene stealers in a space marine battle barge… Unless they killed all the marines and are just floating to the next planet on their looted ride it doesn’t make sense! In the Nephilim system the fluff justifies the means. Ships may also be sold for Resource points equal to what there thought to be worth to either the GM or other players in the campaign.
Army Lists and designated transports
No Model is stuck in the ship he starts in. Ships are upgraded, traded, and sold. To transfer a model between ships you only have to be within three inches of one another at some point in your movement. Seriously strict track must be kept of each models whereabouts and battle rosters for each ships contents must be meticulously kept by the Armies owners.
Reserves
Reserves may be bought with Killpoints or Resource points
Space Battles
Rogue trader ships may remain anonymous in the solar system slipping past blockades and avoiding detection by enemies on a roll of 4+ because of their experience in such situations.
When Player and non player ships are within three inches of each other from base to base they may attempt but are not forced to try a boarding action. A boarding action counts as a scenario game where no tanks, bikes, skimmers, flyers or any other vehicles excluding walkers are allowed. Boarding actions are a maximum of five hundred points on either side and is fought on a small board that both parties agree upon to represent a section of the ship. Boarding actions are fought to the last man or a maximum of four turns. The attacker can withdraw from his boarding action before his movement phase on a roll of 5+. If both ships wish to board each other then player rolls a d6. Next determine if you are playing long table edges or short table edges by rolling a d6, on a 1 2 3 its short table edges on a 4 5 6 its long table edges. The player with the higher roll is the attacker. Defenders always deploy first within 12 inches or their board edge, attackers have six inch deployment. Boarding actions are always Mission type: Annihilation. Boarding actions should generally be played on a board with a maximum size of 24x48
Forgeworld models
Forgeworld models may be used in the Nephilim campaign but only in designated Battle, or if both players agree it’s fair. Also forge world models MUST be transported in a separate ship. In cases of Forgeworld models that have a transport capacity you are not required to have its passengers on the same ship as it as we assume they coordinate a way to link up on the planet. Forgeworld ships are very susceptible to taking heavy losses during boarding actions as they tend to carry super heavy vehicles and flyers. As a hint make sure you put at least a 500 point Forgeworld guard on the ship to defend against raiders.
Planetary Games
There are three types of Games in the Enuma Elis Campaigns planetary Battle scale. Battles, Missions, and scenarios, games are classified into these categories depending on point cost and mission type.
Battles-
Reward 3 Resource points to victor 1 to loser
2000pts or more
Mission-
Reward 2 Resource points to Victor 1 to loser
Any Planet strike, Cities of Death, or battle mission chosen from games workshop battle missions or white dwarf magazine or the like. Players may create their own missions.
Standard 1500pts dependant on battle mission
+D3 Resource Depots set up in game (use appropriate models) place exactly like objectives in Seize ground Standard Mission Type
Players may engage in missions against each other or on the same team against NPC’s if they are on the same planet.
Scenario-
1000pts or less, very fluffy short engagements by NPC’s or chosen by players. Often scenarios are dictated by system wide events. Players may engage in scenarios against each other or on the same team if they are on the same planet.
Reward 1 Resource Point
NPCs
Sometimes the GM will play as or have other people play as NPC’s or non player characters to influence the events occurring within the Nephilim system. These games will usually have excellent rewards or unknown consequences. Sometimes these forces will appear mid battle with either good or ill intent depending on the fortune dice and the reputation of your Army and its commander.
Killpoints
Keep track of your Battle groups killpoints. You are awarded 1 Killpoint for every enemy UNIT, independent character, monstrous creature etc.. you completely destroy during a game. Units that fall back off the board edge do not count for killpoints they must be destroyed. HQ units are worth 2 Killpoints as they are the figure head of the army.
Resource Points
Every settlement or Fleet you have earns you one resource point every week. Every player automatically receives 1 resource point every week as long as they play one battle, scenario, or mission that week.
Outside games
Playing games against people who are not in the Campaign is encouraged. You can play Battles or scenarios against other people and count killpoints and resource points just like you would in a campaign game. You also must keep track of your casualties though. Please have integrity and don’t cheat your other players by making up battles or not counting casualties accurately.
Casualties
Casualties are units that are completely destroyed during a battle. Casualties are removed from your ships roster and may be repurchased with killpoints and reserve points from the wargear section.
WARGEAR
In the Enuma Elis Campaign you may purchase wargear with two types of currency, Kill points and Resource points. Kill points are tallied up at the end of each battle, scenario, or mission and recorded by the player to purchase wargear. Players should keep updated log of both resource and killpoints.
Resource points are awarded and the beginning of each GM led event with the random roll of D10. You may also accumulate resource points by winning a game. Each battle won is worth 3 Resource points, each mission 2 points, and each Scenario 1 point. Also there may be resource points at random locations in battles, missions, and scenarios as extra objectives. To capture Resources one friendly unit of any type must be in base to base contact with the resources at the end of the game. Resource depots that are contested at the end of the game do not count. You must completely control the depot to claim the points. Also one resource point will be added every week for Each cruiser in your battle group with over 75% capacity.
Kill points-
100 points reserves 1 KP
Medical Treatment to revive an IC or Unique Character or HQ 5KP
GM sanctioned Veteran Ability 15KP
Looted Cruiser D16 KP*
Rogue Trader D6+2 KP*
Race specific Cruiser 2xD10 KP*
Race specific Grand Cruiser or battle Barge 30KP
Destroyer/frigate class 10KP
Forgeworld model Ships 20KP
Fortified Settlement/ Garrison/ Fortress etc.. 30KP/50KP
Ships prices are rolled for by GM on daily Basis *
Resource Points-
2D6 Movement 1RP
Warp jump ** deep strike anywhere on board if you scatter off board lose 200 points 1RP
500/1000 Points reserves in Rogue trader 5-10RP
2000 Point Battle group in Race specific or looted cruiser 20RP
Anti Plant Barrage* Apoc. Rulebook 2RP
Orbital Bombardment* Apoc. rulebook 3RP
Fortified Settlement/ Garrison/ Fortress etc.. 20RP-50RP