The Fall of Panexos
The campaign map represents a world at war. As with any such planet, the make up of the land varies from desert to ocean; tropical paradise to freezing tundra. Most tiles provide the player who controls them one supply as the inhabitants eke out a pitiful existence with all taxes due to the player. There are other tiles types that are exceptions to this rule as presented below. Tiles don’t affect battlefield terrain for the most part, but it’s much more thematic if the battles take place on a terrain board that represents the tile they are fighting on.
Glacier – Frigid wastelands, glaciers provide no supply. However, such unwanted wasteland also does not contribute to tile totals when calculating Battle Bonus Points. Use the subzero special rule (page 369 of the rulebook) when fighting a battle on a glacier tile.
Grassland – Verdant grasslands are optimal for agriculture and construction. They provide 2 supply.
No man’s land – No man’s land is a irradiated expanse of craters and death. They provide no supply. However, such unwanted wasteland also does not contribute to tile totals when calculating Battle Bonus Point. Use the radioactive special rule (page 369 of the rulebook) when fighting a battle on a No man’s land tile and use at least 3 crater terrain pieces if available.
Forest – Lush forests provide wood and other materials and so provide 3 supply. If there is a building on the tile the tile only provides 2 supply as the trees have been clear cut for construction. When playing a battle on a forest tile, use at least 4 forested terrain pieces if available.
Ruins – Ruins are common in a galaxy cursed with endless war. Most citizens get used to the din of battle and have managed to live and work even in these desolate places. The cost of placing buildings in a ruins tile is halved, rounding up. However upkeep is still necessary at full cost. They provide 2 supply. When playing a battle on a ruins tile, use at least 2 ruins terrain pieces and 2 crater terrain pieces if available.
Hive City – Hive cities are massive, self contained population centers that provide the bulk of a world’s manufactured goods. While they do require food for the masses, in return they are the capitols of industry and government for any world. A hive city’s population allows for considerable defense. When playing a battle on the tile, the player who owns the hive city is granted an additional 100 points. Also, they have protective shielding which means the effects of each incoming missile strike is ignored. Lastly, a player cannot win the campaign unless they have control at least one hive. A player can never place a building on a hive city tile. Hive cities provide 5 supply. When playing a battle on a hive city tile, use at least 4 building terrain pieces if available.
Spaceport – Spaceports are grand structures. Some are designed to impress visitors as an structural ambassador for the planet. Others feature hulking military facades. In game, a spaceport allows a player to redeploy his troops across the continent. If a player’s army begins the campaign round on a friendly spaceport, he may move his army to any tile (including opposing players’ tiles) up to three tiles away. Alternatively, he can move his army to any friendly airport as if it’s an adjacent tile. He can never move to a tile with, or adjacent to, an AA gun. Lastly, new armies purchased may be placed at the starport representing fresh fresh reinforcements from your faction’s homeworlds. A player can never place a building on a space port tile.
Marsh – Marshes are wet and noxious forests that lend little to civilization. You may not place map pieces on a marsh as they tend to sink. Marshes provide 1 supply. When playing a battle on a marsh tile, use at least 4 water terrain pieces if available.
Caldera – Caldera are parts of the planet where magma has burst forth. You may not place map pieces on a caldera as they tend to combust. Caldera provide 1 supply. When playing on a caldera tile, use at least 4 water terrain pieces with the “fireblood” mysterious terrain rule, if available.