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2.00 TURN SEQUENCE 1.10 Turn Scale: each turn is generational (about 25 years). During the turn each player will be able to perform "leader-actions"; this is the only way to perform actions in the game, everything must be initiated by a "leader-action". 1.20 Leaders/Characters: 1.30 Source of Leaders: new leaders enter play through a variety of means; the most common "leader-pools" are the Imperial Nobles Pool or the Schola Progenium Pool, which provide the vast majority of leaders. Noble and Progenium leaders are always "unassigned" and must be given a rank upon entry into the game. Different ranks are available to the two groups, with some overlap; for instance only Progenium can be commissars or inquisitors, while both can be low-level Military leaders (such as Captains and Colonels), but only Nobles can be assigned to the higher echelons of military command (such as Lord-Generals). For the most part Progenium characters have higher characteristics than Noble ones, but can never have a Campaign Rating above 1; Noble characters might have low characteristics (on average) but will have higher personal initiative and can have a Campaign Rating of up to 4 (even though most will still be at 1). Typical progenium leaders include: commissars, assassins, inquisitors... Other leader sources are inherent unit leadership... for instance, when assistance from the Space Marines is requested, the units received will have an automatic leader associated with it. 1.31 Keeping Leaders: certain leaders can be kept from turn to turn, while other must be returned to their respective pools (due to death, old-age, retirement, ect...). In general most "high-level" leaders will have the option of being kept for multiple turns, in which case a roll must be made against their Mortality Rating; if the result is lower than the value, then the leader can be kept, otherwise it is assumed it has died or been retired. Most high-level ranks need to be replaced with new leadership from their respective leader-pools. A lot of ranks (such as inquisitors) are brought into play to deal with specific emergency situations and therefore cannot be maintained from turn to turn... 1.40 Leader Actions: The crux of the game revolves around Leader Actions and the concept of Continuity. Each leader has a Campaign Rating which represents the number of times they can perform a major action in a turn. A leader action can be anything from a military operation (planetary assault/combat, fleet movement/combat, political and administrative actions, recruitment, etc....) 1.50 Continuity: continuity represents the ability to perform a certain sequence of leader-actions while on using-up only one of the leaders actions. Naval movement and combat, or multiple rounds of planetary combat are prime examples of continuity actions. Continuity can be broken in a variety of ways: in naval movement/combat by a "scattered" result or by a draw/lose; in planetary combat by a draw or lose result. 1.51 Leader Ranks: each leader in play must have a rank associated with him. There are several types of rank systems: Imperial Guard, Imperial Navy, Adeptus Administratum (of which the Departmento Munitorum and Planetary Governors are a sub-division), and several unrelated types (such as Space Marine commanders, etc.) Most leaders are inherently rankless (representing senior members of Imperial Noble-Houses), and must be assigned a rank when they are put in play; others always carry the same rank (such as Ork Warbosses, Space Marine Chapter Masters, Inquisitors, etc...). 1.52 Imperial Guard Ranks: -Lord General Militant (one per sector, also a member of the Departmento Munitorum) [Noble] : can command all ground forces within one sector, as well as raise tithes (in form of manpower and/or supplies). -Lord General (also Lord Marshal, Captain-General, Lord Castellan) [Noble] : can command up to 10,000 regiments. -General [Noble] : can command up to 1,000 regiments. -Colonel [Noble/Progenium] : can command up to 100 regiments. -Governor-Militant [Noble]: special rank (usually temporary) given to an Imperial Guard officer put in charge of a planet (due to the lack of an imperial governor). 1.53 Naval Ranks: -Lord Admiral/Solar Admiral (one per Sector) [Noble] : can command all naval forces within a sector. -Admiral [Noble] : can command up to 60 naval factors. -Fleet Admiral [Noble] : can command up to 30 naval factors. -Captain [Noble/Progenium] : can command up to 15 naval factors. 1.54 Adeptus Administratum: -Prefectus Primus (one per Sector) [Noble] : can raise tithes (in forms of supplies) throughout the Sector. -Prefectus Secondus [Noble] : can raise tithes (in forms of supplies) throughout a sub-sector. -Prefectus Tertius [Noble/Progenium] : can raise tithes (in forms of supplies) on one world. -Planetary Governors [Noble] : can command all Imperial forces not in Battlegroups on his world as well as raise tithes (in forms of manpower and/or supplies). 1.55 Others?? (usually carried by specific individuals): 1.551 Adeptus Ministorum: -Confessors [Progenium]: used to incite local populations to join in fighting mobs called zealots. -Cardinal Astral [Progenium]: of higher rank than confessors, controls a cardinal world. -Pontifex Mundi [Progenium]: in charge of one world... other than the cardinal world (can lead religious troops). -Canoness Preceptor [Independent]: leader of a Sisterhood Preceptory. 1.552 Adeptus Astartes: -Chapter/Grand Masters and Captains [Independent]: Space Marine ranks... Chapter Masters can act as planetary governors on their chapter's homeworld. -Grand Master/Brother-Captain (Grey knights) [Independent]: leader of a contingent of Grey Knights. 1.553 Commissars: -Commissar-Generals [Progenium]: highest rank of commissars... -Commissars [Progenium]: assigned to individual battlegroups... -Colonel-Commissar [Progenium]: rare rank used when a commissar leads a battlegroup. If a battlegroup loses its commander and has a commissar within its ranks there is a possibility of him being appointed commander. 1.554 Inquisition: -Lord Inquisitor [Progenium]: may request troop support... -Master Inquisitor [Progenium]: may request troop support... -Inquisitor [Progenium]: may request troop support... 1.555 Adeptus Astra Telepathica: -Primary Psyker [Independent] -Sanctioned Psyker [Independent] 1.556 Adeptus Mechanicus: -Artisans [Independent] : in charge of construction on a Forgeworld -Enginseer [Independent] : used for maintenance of imperial gear??? (on starships, etc...) -Tribunes [Independent] : in charge of the skitarii defense forces (infantry=hypaspists; armour/fast attack=cataphractii) -Princeps Senioris [Independent] : in charge of a Titan legio. -Princeps Majoris [Independent] : controls a battlegroup of titans. LINK |