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The Seris Incident is a narrative map campaign. The game will be played on a virtual tactical map of the Seris solar system. Player’s forces will be represented by fleet strength in each sector as well as garrisoned troops on the planets. During each turn the players will spend resource they have earned, maneuver their fleet around the map, fight any battles that occur, and finally tally up any earned resources.

This campaign will have many updates that will occur in the virtual space. In other words, if you can’t get online to check the forum or the updated Map and News sections here you will not be up to date on the campaign. Check out the campaign section of the forum HERE.

Rules

  1. The Fleet
  2. Defining The Counters
  3. The Campaign Turn
  4. Fighting Space Battles
  5. Fighting Ground Battles
  6. Using Resource
The Fleet
Each player will be assigned a fleet at the start of the campaign. Each fleet will be of equal starting size as far as number and strength of ships. There are different types of ships available in the fleet. Each ship has a different set of stats that will make it more apt to perform certain roles during the campaign, but for the most part HP and Offense are the two main stats that will determine the outcome of battles. As ships take damage they are less effective in the campaign. Once destroyed a ship can not be returned to the game but it can be repaired by using resource. The following table lists the available ship types:
SHIP HP OFFENSE GROUND SUPPORT CAPACITY
Flagship 1000 10 1 S9 AP3 Apocalyptic Barrage per turn 500
  750 8 1 S9 AP3 Apocalyptic Barrage per turn 500
  500 5 1 S9 AP3 Apocalyptic Barrage per game 500
  250 3   300
Battleship 600 6 1 S9 AP3 Apocalyptic Barrage per game 200
  400 4 - 100
  200 2 - 0
Carrier 600 4 D3 S9 AP3 Large Blast Barrages per turn 300
  400 2 1 S9 AP3 Large Blast Barrage per turn 300
  200 1 1 S9 AP3 Large Blast Barrage per game 200
Troop Transport 400 2 - 500
  200 1 - 300
Destroyer 400 4 - 0
  250 3 - 0
  100 2 - 0

The first column is the type of ship. the second is the HP or hitpoints the ship has. Notice as the HP goes down the stat line changes. Once the ship hits the point where it's statline changes it must be repaired all the way back up to the HP on the statline above it before the statline will change back. For instance: A troop transport has been reduced to 180HP reducing it's Capacity to 300. It recieves enough resource to repair it to 230HP but until it is back up to 400HP it's Capacity will remain at 300. The third column is the Offense stat. This is how many damage dice the ship rolls when engaged in ship vs ship combat. The fourth stat is the game effect (if any) that the ship will provide if it is in orbit over the same planet that a table top game is played. The final stat is the capacity in points that the ship can transport to the ground when orbiting over a planet. We will go into greater detail about how these stats are used during the campaign later. For now though here is the roster that each player will start with:
  • 1 Flagship
  • 5 Battleships
  • 5 Carriers
  • 14 Troop Transports
  • 14 Destroyers
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Defining The Counters
The counters on the map will represent fleet strength. They will be descriptive of the faction that owns the fleet and have a number corresponding to the size in HP of all the combined ships in the fleet. Players can split their total fleet up and have individual ships going in all directions if they want. They can even warp a ship off the map to make a full repair if needed (more on this later). Usually a player will be able to move their fleet elements one space at a time and when two players occupy the same space they can choose to parlay or fight a battle. If the space is orbiting a planet they will then adjust their ship stats and based on the available Capacity deploy troops to fight a WH40K battle with the points available.




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The Turn
Each campaign turn has a set of phases that must be performed in order by each player. The phases are as follows:
  1. Spend Resource
  2. Move Fleet
  3. Fight Space Battles
  4. Deploy/Resupply Ground Forces
  5. Fight Ground Battles
  6. Earn Resource
The first thing the players will do is spend their resource if they have any. Resource can be used to repair damaged ships, launch probes, or scan sectors of the map. How to spend Resource will be discussed in greater detail in the Using Resource section.

The next thing a player will do is move his Fleet. Each ship in a fleet can usually move one space at a time. The fleet does not need to stick together and it really shouldn’t. Although it would make an extremely powerful armada to move around the campaign map like that it would leave garrisoned units unsupported and the point of the game is to capture planets after all! If two or more players move fleet elements into the same space (as the example on the right illustrates) they have the option to fight or leave each other alone. Fighing a space battle is done with dice and only takes a few minutes. It is mostly a way to damage opposing fleet elements or setup ground battles. This will be discussed in more detail in the Fighting Space Battles section.

After the space battles are fought any ships that are orbiting a planet can deploy ground forces. This is done using the total Capacity value of the orbiting ships. Most of the planets are divided into 4 sectors. Orbiting ships can deploy a total of 3000 points into each sectorbut must deploy a minimum of 500. If another player has deployed ground forces into the same sector or there are already opposing ground forces in the sector the players can either occupy the space together or fight a battle to determine who owns the sector. Only one player can own a sector at a time. Orbiting ships can also bolster units on the ground as well. For example: 3 sectors of a planet are held by a player each with 750pts in it. The player has orbiting craft with a total Capacity of 5000. The player could bolster his forces on the ground by 2750pts or deploy a brand new 2750 pt force into the fourth sector. Once troops are garrisoned on a sector of a planet it is not necessary for the ships to remain in orbit, but if their point values shrink due to conflict they can’t be bolstered without an orbiting craft.

The next step is pretty straight forward. Any sectors with opposing ground forces will fight a tabletop game to determine who claims that sector. This will be discussed in greater detail in the Fighting Ground Battles Section.

The final phase of the turn is the collection of any resource. Resource is earned by claiming sectors of planets. Each sector is worth a certain amount of resource and if all of the sectors of a planet are held by a player a specific bonus will also be awarded.

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Fighting Space Battles
Although this is the most crucial part of the campaign it is also a very quick and easy procedure. Each player reveals to the other(s) how many and what types of ships are in the sector and how damaged they are. Basically each player must reveal his ship roster. Next each player adds up his total Offense value for all his ships involved in the conflict. This is the number of dice to be rolled to make an attack. Add the total dice value by 10 this is the initial total damage value scored. This number is modified as follows:
If the player has less total Offense than his opponent the number is modified by taking the initial total damage value and multiplying it by (Player Offense / Opponent Offense). Don't worry, I'll be able to plug the numbers into the formula if my explanation is too confusing. Suffice to say that outgunned ships will be less effective in the battle than a stronger foe. The last step is taking the total damage scored and dividing it equally amongst the opposing ships involved in the battle.

If it is a 3-way (or more) battle use the value of the strongest player (or players if there is a tie) and measure each player’s total Offense value against that to determine the total damage scored.  Then divide the damage by ALL of the opposing players’ ships equally.

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Fighting Ground Battles
When 2 opposing forces occupy the same sector of a planet a ground battle will be fought. This will be a tabletop game of WH40K. If either player moves a force into the sector from another sector (even if either force was bolstered from orbiting spacecraft that turn) the game will be a normal WH40K game. Players can roll off for scenario and deployment or decide on it some other way. If it is a 3-way (or more) battle then it will be a normal WH40K game as long as 2 or more opposing players have moved forces from another sector or were already on the ground. Any other players who are deploying troops from orbit will enter play from reserve and will pick a table edge not being used. For 5 or more players it will be up to the players to decide how to divide up the table edges for deployment.

If both (all) opposing players are deploying into the sector from orbiting ships then the game will be a normal WH40K game but ALL units will start the game in reserve.

If a force is deploying into an occupied sector from an orbiting ship the game will be Planetstrike with the occupying player being the defender. Consult the Planetstrike book in the store for the rules.

If any of the forces equal 3000 points or there is a superheavy involved in the battle the game will be Apocalypse. If it is Apocalypse and Planetstrike use the Planetstrike rules for setup and deployment but reserves will use Apocalypse rules as if all players had the Careful Planning Asset. Objectives will follow the Planetstrike rules. The number of Assets (from Planetstrike and/or Apocalypse) available can be decided by the players. There will be NO extra assets or other bonuses awarded for having a lesser force than your opponent.

After the game is played determine the victor. If the game is a tie the forces remain in the sector although their strength may be reduced. If there is a clear victor all other forces are removed from the sector.

Any forces that remain in a sector after a battle is fought must have their points adjusted. After the game add up the total points value of all surviving units on the table. Immobilized vehicles, squads that have taken any number of wounds and units falling back but are still on the table count as surviving units. Units that never made it in from reserve count as destroyed. Round the number down to the nearest hundred (so a surviving force of 786 would equal 700). That is the newly adjusted strength of the force in that sector. If any force drops below 500 points they are removed from the sector. This means that even after a tie a force may still end up claiming the sector if another force is weakened below 500. Any player with a surviving force in a sector may claim it but remember that only one player may claim the sector at a time so if two or more forces are in the same sector the players may decide on a single player to own it or no one will.

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Using Resource
Resource can be used to repair damaged ships in one of two ways. The player can repair any damaged ships in his fleet by spending the Resource on a point/HP basis, but each ship can only be repaired by 50HP a turn. The second option is to warp any ships off of the map at which point they can receive any number of Resource to bring them up to their original HP. During the following turn the ship must then enter the campaign map again from one of the outer spaces.

Resource can also be used to send a probe to a sector and receive an accurate accounting of all ships there including full statline of all ships. This costs 25pts per sector.

A third way to spend Resource is to build superheavies. A superheavy may be placed on any sector of a planet a player currently controls. It costs the same amount of Resource to build a superheavy as the points value of the unit. Unlike normal forces that only have their point values displayed in a sector the superheavy itself will be designated in the sector. Once a superheavy has been built in a sector it may move from sector to sector like any other force, but it may not leave the planet.

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