The Fall of Panexos
At the start of the campaign there will be no map pieces (buildings and emplacements) placed on the tiles. As you take over tiles and generate supply you will be able to construct a number of buildings and emplacements on your tiles that will give your army special bonuses on the battlefield or the campaign map. Buildings and emplacements are both types of map pieces and treated in the same way in most respects. The difference being that emplacements are always destroyed if the tile they are in a tile that is occupied by a hostile army. Buildings are not destroyed by this, necessarily, but the attacking army may raze a building in the tile he occupies if he wishes. Further, buildings must all be powered as described below.
Power station – The need for energy is universal, and is even more dire in a warzone. Power stations provide the power needed to keep support buildings functional. A building is powered if it is connected to a power station via an unbroken chain of friendly tiles. If there are enemy controlled tiles cutting your power station off from your other territories, we can assume the enemy has cut all power lines connecting the two. A power station costs 2 supply to build and 2 supply to upkeep.
Shield generator – Shield generators deflect incoming ordinance, protecting the vital armies and buildings within it’s region. At least, most of the time… Any tile with a powered shield generator ignore any damage caused by a missile strike. Any tile adjacent to a powered shield generator ignore any damage caused by a missile strike on a roll of 4+. An attacking army cannot benefit from a missile strike or an artillery barrage if the defending a tile has a powered shield generator. If an army attacks a tile adjacent to a tile with a powered shield generator roll a dice. On a 4+ the army cannot benefit from an artillery barrage or a missile strike. A shield generator costs 3 supply to build and 1 supply to upkeep.
Manufactorum – Manufactorums are sprawling industrial parks capable of churning out the mega-tons of material needed for daily operation in a warzone. A tile with a powered manufactorum doubles the supply it generates. For example, a grassland typically produces a total of 2 supply. If it has a manufactorum on it, that tile would then produce a total of 4 supply. In addition, each manufactorum may be given an order for the cost of one supply. For each order given, a player may increase any army he owns by 25 points effective immediately in the next battle step only. A Manufactorum costs 5 supply to build and requires no upkeep.
Missile Battery – Missile batteries are installations that launch intercontinental warheads – devastating their target upon impact. You may order any number of missile batteries in tiles you control to perform a missile strike during the orders step of the campaign round at the cost of one supply. Designate any tile as the target of the missile strike at the start of the battle phase. If a battle occurs on the tile being targeted, the missile strike manifests as a single S10 AP2 large blast barrage that always scatters 2d6 inches, resolved immediately after the barraged army is deployed, but before infiltrators and scouts have been deployed. Target a single unit as normal. If a hit is rolled, follow the small arrow indicated and scatter 1d6 instead. This cannot be modified by ballistic skill. If the target tile is not hosting a battle, the missile strike manifests on the campaign map, potentially destroying the occupying map piece. roll a d6 and on a 5+ the occupying map piece is destroyed. Missile batteries must be powered to function normally. A missile battery costs 6 supply to build does not require upkeep.
Artillery – Artillery units are called into battle to pound the enemy into submission before an assault. You may order any number of artillery units in tiles you control to perform a artillery barrage during the orders step of the campaign round at the cost of one supply. You may perform an artillery barrage in any tile hosting at least one friendly army and at least one enemy up to two tiles away. Designate the target tile of the barrage at the start of the battle phase. An artillery barrage manifests on the battlefied as a d3 S6 AP- large blast barrage that always scatters 2d6 inches, resolved immediately after the barraged army is deployed, but before infiltrators and scouts have been deployed. Target a single unit as normal. If a hit is rolled, follow the small arrow indicated and scatter 1d6 instead. This cannot be modified by ballistic skill.
In addition, Artillery, unlike other map pieces, may move. At the start of the campaign movement phase, write down a new location for your artillery to move to, if you wish. It requires no supply to move artillery, but otherwise moves just like an army. It may share a tile with any friendly army or building. If it ends the movement phase in a tile with an enemy army it is immediately destroyed before the battles phase begins. This means it would not get to barrage a target in the battle phase before it’s destroyed. Artillery does not need to be powered. Artillery costs 4 supply to build and does not require upkeep.
AA Gun – AA guns, or anti-aircraft guns, are ever tracing the skies, looking for enemy aircraft. If one is spotted, the gun roars to life, dischaging waves of exploding shrapnel that rip apart it’s targets with ease. An airdrop can never be performed in a tile with an AA gun or any tile adjacent to an AA gun. In addition, if a tile with an AA gun is attacked, the defender may deploy a quad gun as described in the fortifications detachment section of the rulebook. This quad gun does not need to be coupled with an aegis defense line or any other fortification. Further, this quad gun does not count towards the point total for the army. AA guns do not need to be powered. AA guns costs 6 supply to build and 1 supply to upkeep.
Bastion – Bastions represent extensive fortifications. If a battle takes place in a tile with a bastion, add 100 points to the defending force during the battle step.