Orbis 32 Rules

The Orbis 32 campaign follows a modified ruleset of the Dominion Campaign with the following changes for Ease of Play and updating it for a faster campaign flow.

  • Errata
    • Uses the Ash Waste updated Gang Creation and Pre/Post-Battle Actions which can be Found Here or in club, including the +400 credits for vehicles/mounted units.
  • Vehicles
    • Vehicles are permitted, but size rescrictions apply based on map type
      • Mounts and Small sized Vehicles might fit in Zone Mortalis
      • Medium or larger Vehicles might fit in Sector Mechanicus
  • Gang (un)Limit
    • Players may play up to two gangs if they wish, if they are able to play frequently enough to avoid becoming a bottleneck for other players. This can help add some meat to a campaign with fewer total players. A player who chooses to play two gangs should alternate between their gangs as much as possible.
  • Gentleman’s Agreements
    • Try to play against a different opponent each time if possible
    • Some scenarios can have a long setup time. If both players agree, you can cooperate and set up the board quickly / however you want, as long as anything deemed essential for the scenario (objectives / Home Turf / size & type of map) is present and it doesn’t give any one player an unfair advantage over the other.
    • As long as each player tracks each of their victory conditions as listed in Top Dogs below and reports them appropriately in the Discord campaign tracking channel (#orbis-32), we don’t need to spend time tracking every credit spent or unit upgraded, just tell your opponent of any major changes if needed.
  • Stash and Kit
    • All equipment held by standard members of a gang (Leader, Champions, Prospects, Specialists, Gangers, Juves) belongs to the gang itself and can be freely moved from fighters to the Stash and vice versa during the Distribute Equipment step of the Post-Battle Sequence. Thus the confusion and bookkeeping of allowing multiple Equipment Sets or multiple fighter cards per fighter is unnecessary and not used in a Gang War campaign.
  • Campaign Variant
    • The campaign uses the Into the Unknown variant, where players don’t know what territories they gain until they fight for it, unless stealing it from another player.
  • Tactics Deck
    • Each Gang makes a deck consisting of up to 12 cards from the cards available to them from the various decks that are available to the chosen gang.
    • A player may swap their Tactics Cards choice in their deck during the Update Roster step of the Post-Battle Sequence if they choose.
  • Territories
    • Rather than the usual territories, this campaign makes use of the list you can Find Here.
  • Homerules
    • Grit your Teeth
      • If a Fighter is in Recovery at the beginning of the Pre-Battle phase, the player may include them in their roster as if they had already recovered, but the fighter will start the battle having already taken 1 Flesh Wound.
    • The End Justifies the Means
      • Palanite Enforcers forego all the usual benefits of winning control of a territory to instead make use of it as as any other gang would.
    • No Cycles – End of Campaign timing
      • Rather than using the traditional Phases and cycles, the campaign counts as taking place during the Takeover Phase for the purpose of territorial expansion / conquest.
      • Rather than using time limits for determining the end of the campaign, every Gang plays a minimum of 3 battles.
      • Upon each gang reaching the minimum amount of required battles, the campaign enters Apotheosis (See victory)
    • Rule of Three
      • For the first three battles that a gang participates in, the amount of experience that units gain are doubled to make up for the shorter campaign length.
    • Extra Battles
      • Before Apotheosis, players who can play more frequently than others may continue to have battles amongst themselves with no upper limit. For instance, it is possible that the campaign might include a gang that has fought the minimum number of battles while another gang within the campaign has fought twice that many battles. Playing more battles than the minimum required is a matter of risk vs reward, and it’s not a guarantee of advantage…particularly given how gang ranking is determined.
  • Victory
    • Apotheosis
      • When Apotheosis begins, each gang still participating in the campaign may fight one more battle. A gang may opt to pass on this opportunity.
    • Top Dogs
      • Once the last results of Apotheosis are recorded, the two Top Dogs will be determined by comparing each gang’s Reputation. Ties go to the gang that has the best Win / Loss record (ratio), followed by the gang which fought more total battles, followed by the gang with the higher total Rating, followed by the gang with the most Territory.
    • Showdown
      • After the final ranking of the gangs is calculated and the Top Dogs are determined, the Top Dogs fight a final battle. The winning gang claims the title of Overlord of the Sector.