Crusade of Zostoria

Subtitle

Rules, FAQ and Errata

         Game Play

          The System is made out of 3 planets and 1 Natural Satellite. On each Planet there will be deployed 3 players at equal distances between them on the edges of the planet. The Satellite is non deployable  for game purposes and serves as the final stage battle of the campaign, with the enemy depending on the player who reaches it.

          Each player has a rooster of 2000 points from which he must form and an army list of 1500 points that he must announce at the start of teach battle, at the same time with his opponent. 

          The army size enlarges from 1500 points to 2000 after a player has conquered his planet and plays against other players in the same situation or attempts to conquer an enemy capital ( both the attacker and the defender will have a 2k points army deployed ).

          A player is removed from game if he loses all of his regions in the system or the capital, and wins if he remains the sole player in the system who still has possessions.

         When a winner is decided on every planet the second phase will begin with the winners being deployed on the Zostoria Quartus.

         Players can decide to play games on less than 1500 points if they both agree. 

        The game will be played using WH40k, 7th edition rules, and:

                                     - Maelstorm of War missions for emply regions;

                                     - Reliquary Regions - Eternal war - The Relic;

                                     - Imperial Outpost Regions -  Eternal war: Crusade;

                                     - Communications Relay Regions - The Scouring;

         A game turn will last until all the players on every planet have made an action on their own desire . Ex (if the entire game consisted of 1 planet) Zostorian Primus: Necrons attack Space Wolves, Space Wolves attack Tau, Tau attack Necrons. ++Planetary Turn Complete++

           

        General

         All models must be WYSIWYG.* [ Except Alin the Undecided :) ]

         All the miniatures must be fully painted ( at least ) tabletop standard.*[ Except Laur the Lazy :) ]

         No Forgeworld conversion will be allowed whatsoever.

         Forgeworld models are allowed.

        

       Warlords

          If one named character dies he rolls on the following table to get one of the 4 conditions:


1 the character becomes unplayable for the rest of the campaign, also all his aquired bonuses are lost;


2-3 major wounds (-1 ws, bs, s, t and w)

-if he survives the next battle it heals to "minor wounds";

-if he dies in the next battle he rolls again on the table with a -3 modifier;


4-5 minor wounds (-1 ws and bs)

-if he survives the next battle it heals to "optimal condition";

-if he dies in the next battle he rolls again on the table with a -1 modifier;


6 optimal condition (no effects, the wound only caused a temporary loss of conscience).


Before the start of a battle, each named character must choose one of the four mission tables and roll on it to get a mission (only psykers can roll on the psyker table). The character can get the same mission in consecutive games, there is no restriction to that.

If the character completes his mission and is alive at the end of the game he gets to roll a D6 on the table corresponding to the mission he completed and can choose one of the two rewards listed. If he also completed the "Bonus" he can reroll the D6 but must keep the reroll result even if worse. A character can not chose the same reward twice. If he already has on his profile or has aquired earlier both universal special rules on the result rolled he must reroll that.

If a named character dies you must remove his entry from your army list and use his points value and up to 50% more of that to add new units to the army or modify your existing units, as long as the army list / roster (including any formations) and unit compositions remain legal after the changes have been made. You can add new named characters in his place if you wish.

Basically you have 150% of the character's points cost to make changes in the army, but you must remove the dead character and remain within 2000p at the end of that, to keep the roster legal.



MISSIONS:

WARRIOR MISSIONS:
1. the character and his unit must succesfully charge 2 times BONUS: succesfully charge 3 times
2. the character and/or his unit must win 3 rounds of close combat (including the ones in the enemy turn) BONUS: win 5 rounds
3. the character himself must deal at least 2 hull points and/or wounds by melee attacks on enemy vehicles/monstrous creatures/fmc (keep a count) BONUS: deal 3 hull points/wounds
4. the character must issue and accept challenges everytime he can do it and kill at least 1 enemy character in close combat (not necessary in a challenge) BONUS: kill 2 characters
5. the character and his unit must make a multiple charge and win all the rounds of that combat BONUS: multiple charge 3 enemy units and win all the rounds of that combat
6. the character must inflict at least 1 wound/hull point on the enemy warlord by melee attacks BONUS: inflict the last wound/hull point and kill him (won't count if he revived after you killed him, like the necron resurection, you must kill him for good)

MARKSMAN MISSIONS:
1. the character himself must shoot at 4 different enemy units (overwatch counts) BONUS: shoot at 5 different enemy units
2. the character himself must deal at least 2 unsaved hull points/wounds by shooting attacks on enemy vehicles/monstrous creatures/fmc (keep a count) BONUS: deal 4 hull points/wounds
3. the caracter himself must inflict 1 unsaved wound/hull point (only on walkers or chariots) in close combat BONUS: win the combat
4. the character himself must inflict 1 unsaved wound/hull point while firing snap shots BONUS: inflict 2 unsaved wounds/hull points while firing snap shots
5. The character himself must kill 1 enemy character by shooting attacks BONUS: kill 2 enemy characters by shooting attacks
6. the character himself must inflict at least 1 wound/hull point on the enemy warlord by shooting attacks BONUS: inflict the last wound/hull point and kill him (won't count if he revived after you killed him, like the necron resurection, you must kill him for good)

STRATEGIST MISSIONS:
1. the character must be in the enemy depoyment zone at the end of the game BONUS: end the game within 3'' of an objective which is in the enemy deployment zone
2. the character must hold the same objective for at least 4 turns BONUS: hold the same objective for 5 turns
3. the character must achieve two times "secure objective x" from maelstrom tactical cards (he himself must be within 3'' of an objective, not the unit he is with, even if he is part of a unit) BONUS: he must achieve 3 times the "secure objective x" tactical card
4. the character and/or his unit must be within 6'' of the table center at the end of the game BONUS: there must be no enemy units within 6'' of the table center
5. the enemy player choses an objective before deployment. the character must be within 3'' of that objective at the end of the game. BONUS: no enemy units must be within 3'' of that objective at the end of the game
6. the character must deal an unsaved wound in the shooting phase and an unsaved wound in the assault phase and be within 3'' of an objective at the end of the game BONUS: he must deal 2 unsaved wounds both in shooting and assault and be within 3'' of an objective at the end of the game

PSYKER MISSIONS:
1. the character himself must succesfully manifest at least 5 psychic powers BONUS: succesfully manifest at least 8 psychic powers
2. the character must suffer perils of the warp once BONUS: he must not* suffer any wounds from perils
3. the character must succesfully use each psychic power he knows BONUS: use each psychic power he knows twice
4. the character must inflict 3 unsaved wounds by psychic powers (if using "force" count only the extra wounds inflicted) BONUS: inflict 5 unsaved wounds
5. the character must succesfully manifest 3 psychic powers on himself and/or his unit BONUS: succesfully manifest 5 psychic powers on himself and/or his unit
6. the character must succesfully manifest 1 psychic power which target the enemy warlord and/or his unit BONUS: succesfully manifest 2 psychic powers which target the enemy warlord and/or his unit

WARRIOR REWARDS:
1. No reward
2. Armourbane (his melee weapons) / hatred
3. Fleshbane (his melee weapons) / shred (his melee weapons)
4. +1 strength / rage
5. +1 attack / rampage
6. Smash / fleet

MARKSMAN REWARDS:
1. No reward
2. +1BS / rending (his ranged weapons)
3. Twin linked (his ranged weapons) / armourbane (his ranged weapons)
4. Fleshbane (his ranged weapons) / blind (his ranged weapons)
5. Precision shots / shred (his ranged weapons)
6. Ignores cover (his ranged weapon) / hit and run

STRATEGIST REWARDS:
1. No reward
2. Fearless / preffered enemy
3. Counter attack / adamantium will
4. Move trough cover / scout
5. Night vision / infiltrate
6. Stealth / +1 to seize the initiative if he's on the table (not cumulative with any other modifier)

PSYKER REWARDS:
1. No reward
2. Master crafted (all his weapons) / +1 initiative
3. +1 ws / +1 bs
4. Soul blaze (all his weapons) / fear
5. Force (all his weapons) / feel no pain
6. Gains an extra mastery level / eternal warrior


                      Every warlord will choose a warlord trait at the beginning of the campaign ( no roll required ), this trait can't be changed throughout the course of the campaign. 

      

       

         Buildings

          The special Buildings offer the following:


Imperial Outpost - D3 units have outflank rule;

Communications relay - The owning player makes reserves rolls as having a Comm's Relay, no model is necessary.

Reliquary - An additional Warlord Trait will be decided by rolling on a warlords trait table (is compatible with Da Finkin' Kap), the additional warlord trait cannot be re-rolled;