UPDATE:
https://www.dropbox.com/s/wt57x3qk2eyw9yv/bfg%20-%20revised%20campaign%20rules%20ver%201.3.2.pdf?dl=0[spoiler]- Faction special rules are finished; Tau, Adeptus Mechanicus, Forces of the Inquisition, and Rogue Traders are newly added.
- Uninhabited Systems were reworked to actually be dynamic elements of the campaign rather than a useless oversight. In brief they are much easier to capture than inhabited systems and players can move through uncontrolled ones when declaring the targets of their attacks. To balance that there is a 50% chance that a player will lose control of an uninhabited system at the end of each of their campaign turns as their fleet gets reassigned to more important theaters. So they can be used to blockade your opponents and to leapfrog your attacks.
- Naval Bases have been reworked a lot. Instead of having an identical effect to Forge Worlds (oversight on my part) they now increase the rate at which withdrawn and destroyed ships are repaired. Attacking Naval Bases now piggybacks on the Attacking Pirate Bases as there is no reason to have the same rules twice.
- Daemon Worlds have been reworked to be consistent with the design style of the other systems. There is actually a reason to try to capture them now if you aren't chaos.
- Planetary Defense modifiers have been added so that some system types get more while Deathworlds get less.
Now the only things I really need to add are the refit and crew skills tables for the remaining factions.[/spoiler]