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Introduction:

I have created this amateur Warhammer 40k supplement with one thing in m
ind: epic and satisfying campaigns. This book is dedicated to easily creating a
fun and dynamic campaign that requires the players to not only think in terms o
f battles, but to think in terms of territories, supply lines, and many other fu
ll-scale-war type features.
This book is not intended for tournaments or for those players who only
play for the rules. This book requires a lot of fair judgments on the part of al
l players. Above all, this book requires players that enjoy the story line of a
campaign, and enjoy creatively imagining the storyline of an epic full scale pl
anetary (and beyond) war.
You'd best prepare your armies for their darkest and most brutal fight y
et, because when an entire planet is at stake, there is only war and the death c
ry of a billion souls.
The Campaign Steps:
The following list is all of the steps involved in creating a campaign.
Each step will be described in more detail in later pages.
Step 1: Get the needed material.
Step 2: Decide who will be attacker and who will be defender.
Step 3: Create the defender's planet.
Step 4: Defender Chooses a Capital territory
Step 5: Attacker chooses where to begin his/her planetary assault(s).
Step 6: Attacker gets first campaign turn. Let the carnage begin.

Get The Needed Material:


The campaign map is very important in this campaign system. It tells yo
u who has what, who can attack where, etc. You can make a simple map using stan
dard printer paper and simply drawing up the planet with a pen. You can, howeve
r, get very creative and even create a rough 3 dimensional map with the mountain
s literally coming off of the map surface. Either way, the campaign map should
be created in a way that makes it easy to keep track of who has what.
A simple campaign map technique: If you wish to start your campaign rig
ht away and not waste any precious time on creating the map, then I have the per
fect technique for you. You will need a simple blank piece of white paper, a pe
n, a pencil, and a large eraser. You will draw up the permanent fixtures of the
map with pen. Things such as the mountains, location of the continents, buildi
ng in the territories (though these can be destroyed), etc. You can then sketch
out where the mobile armies are with the pencil and erase and redraw new locati
ons each turn. It can also be handy to shade in the territories that the attack
er has taken. There are, of course, much more elaborate and fun ways to create
an epic campaign map. It really is up to your imagination and artistic abilitie
s. Keep in mind that poster board is relatively cheap and can add a nice epic s
ize to your campaign map. Some people may even choose to use a white board for
their campaigns.
I should also say that you will need more than just a few d6's for campa
ign set up. You will need the full role-playing dice set including a d4, d8, 2d
10's, a d20, and a d12. They are incredibly convenient for some of the more com
plex tables in this supplement.
Decide Who Will Be Attacker and Who Will Be Defender
This step is up to the players' judgment. Some races are much more like
ly to be the attacker, such as Eldar. Some races are a bit more likely to be th
e defender, such as Imperial Guard. If you want more help in understanding your
race's likelihood in being attacker or defender, look in your race's specific s
ection. Each race section has a brief sentence or two about the likelihood of b
eing attacker or defender.
Create the Defender's Planet
The Defender now has the responsibility of creating his/her magnificent
(or not) planet. There are quite a few tables involved in creating your planet.
Some more necessary and complex than others. You could first start by either r
olling up a random look for your planet from the table below, or you can simply
create a planet with an arbitrary number of continents and an arbitrary ratio of
sea and land. Maybe some players want to fight on a planet with absolutely no
water, or maybe the players want the planet to be nothing but ocean with a few a
rtificial islands scattered about the surface. One suggestion I would make, how
ever, would be to roll up what type of planet the defender will be defending (f
rom that race's section). The reason I say this is because some of the planets
imply that there is no water at all (such as an Imperial Dead World with no atmo
sphere).
The best way to roll for water-to-land ration is to simply roll percentiles (2d1
0, making sure to keep track of which one will be the tens place in the percent)
.
The table below will help you to decide the distribution of land throughout your
planet. You can, of course, arbitrarily choose this as you see fit, but if you
're like me and love random tables, this should certainly help.
Roll a d20
Number of continents
1
One
2-3
d4
4-6
d6
7-8
d8
9-13
d10
14-16
2d10
17-18
2d12
19
2d20
20
tens of thousand of very tiny islands
The next step in creating your planet is to separate the land into territories.
You can choose however many territories you want. Keep in mind that the more t
erritories you have the longer the campaign will be. I would recommend having n
o less than 20.
As I stated earlier, it is wise to roll what type of planet you will be defendin
g from your race's section. This will be handy for the next section also. This
is because the next section of this planet creation chapter is climate. Some p
lanets (such as death worlds) will be a certain climate regardless. Other plane
ts simply wouldn't have a certain type of climate (it is extremely unlikely that
a hive world would have a jungle climate full of life). If a certain type of c
limate doesn't make sense, then re-roll on the climate table until something doe
s make sense.
The following table not only involves climate, but it also involves possible haz
ardous weather conditions. Even the most advanced armies are still subject to t
he laws of nature.

1-25
Temperate Planet
This planet has many climates, but is relatively docile in terms of tough weathe
r. Roll a d10 for each territory. On a 1, the territory is a hazardous area.
Each turn roll a d6. On a roll of 5+ there is a hazard in that area. Most of t
hese hazards are relatively harmless to a mobile force, but flooding and minor d
amage can occur. The defender of the area must roll for each defense point he w
ould gain that turn. For every roll less than 4, the player will lose a defense
point for that turn.
If you are feeling creative, you may consider the hazardous areas capable of cre
ating blizzards, sandstorms, and other hostile things as described in other plan
et climate options.
26-40
Desert World
Either naturally or by the sentient destruction of nature, this planet is a larg
e desert. This can result in massive sandstorms anywhere on the planet. Roll a
d6 for any territory that will be involved in a battle. On a 5+ a sandstorm wi
ll affect the battle. This will result in low visibility and possible engine fa
ilures to some of the less advanced technology. For visibility: Roll a d3. 1= un
its can see 4d6x4''; 2= units can see 2d6x4''; 3= unit can see d6+6''. Sandstorm
location is also up to your discretion. Some players believe sand storms wouldn
't affect Population areas due to advanced shielding, others believe they would.
A third party would be best to decide.
For vehicle effects: Roll each battle turn for each vehicle: Imperial vehicles w
ill be immobilized on a roll of 1. Ork vehicles will be immobilized on a roll o
f 1 or 2. Space Marine vehicles will be immobilized on a 1 also, along with all
other human technology such as chaos space marine vehicles. This can make it d
angerous for human skimmers to fly about in a sandstorm.
This planet is also very harsh. If you stall due to lack of supplies your army
will also suffer 2d6 casualties (you can roll to see if they survive as normal).
These casualties will not affect Space Marines, Chaos Space Marines, Chaos Daem
ons, Grey Knights, Sisters of Battle, or Necrons. This roll takes place at the
beginning of your campaign turn and will affect you during any battles during th
at turn. The casualties that did not die may join the rest of the army after th
at turn.
41-55
Ice Planet
This is a hostile planet that is either a very cold desert, or just plain cold.
This has the exact same effects that a dessert world has (except it is blizzard
s and not sandstorms). It can be assumed that it is the cold that causes machin
es to fail, rather than the sand. Blizzards will also cause you to take twice a
s long to travel through a territory. You will also count all terrain as diffic
ult terrain during battles in territories affected by the blizzards (this will n
ot affect deep striking units in terms of possible catastrophes while deep strik
ing).
56-70
Jungle Planet
This planet isn't quite hostile enough to be a death world, but its climate can
lead to harsh weather conditions. Humid planets like this often flood in many a
reas. Roll for each territory that will be involved in an assault. On a 5+ the
rains hit extremely hard. The battlefield is flooded and will count as difficu
lt terrain (the entire battlefield). This will not affect deepstriking units in
terms of catastrophic problems, but will still count as dangerous terrain to veh
icles with the exception of amphibious and skimmer vehicles. If you go to ground
in open ground, you will get a 5+ rather than a 6+ save due to the mud you are
hidden in.
71-85
Baron Wasteland
This planet is void of life and any weather abnormalities.
86-95
Metropolis
A huge amount of this planet is city. Expect most fights to take place in dense
city terrain. Weather is occasionally controlled by weather devices, but you c
ould assume that this world is also a temperate world in terms of weather. If y
ou do so, only roll for territories without buildings to see if they will be aff
ected by weather.
96-00
Furious World
This planet has horrid weather abnormalities that may result in the death of any
who brave them. Roll a d6 for each territory at the beginning of the game. On
a roll of 1 the territory will suffer from a various weather or even geological
ly abnormality every campaign turn.
Roll randomly to determine the abnormality (roll a d3):
1= Massive Hurricane. This hurricane is capable of easily ripping apart any who
brave its power. Each unit in your army that does not have at least a 3+ armour
save takes a wound. You may attempt to save this wound using their armour save
. Each model can only take one wound from this. You must roll for this every c
ampaign turn you are withing the hurricane.
During a battle: You must roll randomly to see on which turn the hurricane winds
will affect the battle the most. On that turn, all units on the field are woun
ded on a 4+, but may use any cover or armour saves. They will not be affected i
f in a vehicle or bunker.
Roll 2d6 for each vehicle. This will be the armour penetration value against th
e vehicle. For example: if you role a 6 and a 5 (11) against an ork war truck,
it will be a penetrating hit. Roll on the damage table to see what happens (yes,
it can explode from a massive piece of debris thrown against it)
2= Lava flows. This area is prone to lava flows and catastrophic eruptions. Fo
r each campaign turn you are in the territory, roll a d6. If it is a 3 or less,
then an eruption has occurred and each unit that is touching the ground will be
incinerated. No buildings can be placed in this area with the possible exceptio
n of Necron Tomb Lairs, and even then...
During a battle: All units who touch the ground instantly melt if the lava flow
is active. Roll for each turn. On a 6 the lava flow becomes active instantly a
nd incinerates all units touching the ground (jump infantry will be killed, but
not infantry with jet packs)
3=Collosul Lightning Storms. This storm covers much of the planet constantly, b
ut is very strong in this particular location. This massive storm causes some e
ssential system failures on certain vehicles. You will take d6 casualties from m
assive lightning strikes each turn you are in the territory (these will count as
hard hits for sake of seeing if they survived)
During a game: Roll for each vehicle each turn, on a 1 the vehicle may not do a
nything that turn. There will also be massive lightning strikes each turn. Put
a marker at the center of the table. d6 Massive lightning columns will hit the
battlefield each turn. Roll 4d6 and a scatter dice to see where they hit (they
will always scatter). They will count as a Strength 9 AP 2 small blast.

If you haven't already, roll to see what type of planet is being defended from t
he defender's race section. Once this has been done, you can now roll randomly
to see what special building (or lack of) is in each territory. Simply go by th
e chart in the appropriate section (defender's race section) and roll for each t
erritory.
Once you have completed all of these steps, your planet is finished. It is now
time to decide its destiny.
Defender Chooses His/Her Capital
This step is quite simple. The defender will choose his capital territo
ry. He must start the game with at least one mobile defense army within this te
rritory. His capital building will also be located in this territory. This buil
ding confers an additional 4 defense points for that territory. During a battle
in this territory, you must represent the capital building in some way. Also,
no battle taking place in this territory can be in Level 1 terrain (Levels of te
rrain will be discussed later).
Attacker Chooses Where to Begin His/Her/Its Planetary Assault.
Now that you have a planet, let's begin a full scale war upon its surfac
e. The attacker must begin the game in orbit. They must assault the planet in
order to gain a foothold.
Each race has a specific amount of Landing Zones that it can start out with. At
the beginning of a campaign the attacker chooses the territories it wishes to t
urn into landing zones up to the maximum amount of landing zones it may have rel
ative to that race. For each landing zone you will play out a Planetstrike miss
ion with a few small changes that will be discussed soon. You may do all 6 miss
ions in order, but if you do not wish to spend so much time on capturing one ter
ritory, you may roll randomly to see at which stage your army is involved in.
The changes to the Planetstrike mission in terms of this campaign: The
defender will get 2 free bastions (the same ones described in the planetstrike c
odex) with the exception of a sieze and destroy because they will instead gain 1
bastion with some fancy stuff (which is described in the rules for that type of
mission). However, the weapons in the bastions will be relative to the race.
The following list will tell you what to replace the heavy bolters and lascannon
s with (quad cannons can stay the same for convenience).
Chaos Daemons: Heavy Bolters---->Heavy Flamers; Lascannons-------> sorceris powe
r equal to a lascannon
Chaos Space Marines: No need to replace
Daemonhunters: Heavy Bolters----> Psycannon; Lascannon---> no need to replace
Dark Eldar: Heavy Bolters----> Splinter Cannon; Lascannon---> Darklance (all at
BS 3)
Eldar: Heavy Bolter---> Shuriken Cannon; Lascannon---> Brightlance (all at BS 3)
Imperial Guard: No need to replace, of course
Necrons: Heavy Bolter---> Gauss Cannon; Lascannons---> Heavy Gauss Cannon (all a
t BS 4)
Orks: Heavy Bolter---> Big Shoota; Lascannon---> Rokkit Launcha (all at BS 3 for
the grots inside)
Space Marines: No need to replace
Tau: Heavy Bolter---> Burst Cannon; Lascannon--->48” Railgun (short barreled var
iant)
Tyranids: Heavy Bolter----> S5 Devourer with 3 shots; Lascannon----> S8 Venomcan
non with 1 shot
These two free bastions will count as the objectives. Any bunkers that you purc
hase with your defense points will also count as objectives.
Each landing zone yields 2 defense points (this will be discussed later), a supp
ly depot, and a spaceport.
If you win the attack, you have established a foothold. You will have a landing
zone in that territory, which will not necessarily replace the building in that
territory. This is the rare occasion in which you can have two buildings in on
e territory.
Attacker Gets First Turn:
You are officially ready to begin the campaign itself. The attacker will
get the first campaign turn. Let the carnage begin.
The Campaign
Now that all the players are ready to begin the epic adventure of their
campaign, all of you will need to now the many rules to the campaign. The strat
egy of war is just as complex as the strategy of battle (and in some ways more).
The following are the steps involved in a campaign turn.
Step 1: Subtract 1 from any turn counters
Step 2: Change Army Lists
Step 3: Demolish buildings
Step 4: Move mobile armies
Step 5: Fire Artillery
Step 6: Attack Phase

Subtract 1 From Any Turn Counters:


Turns counters are anything that is a countdown based on turns. An exam
ple is how many turns until an supply depot runs out of supplies, or how many tu
rns until the Chaos Space Marines finish building their giant shrine to the dark
gods. Subtract 1 from the number of turns on the turn counter, with the except
ion of the first turn of the campaign. Note that the attackers turn counters wi
ll run down during his/her turn and the defenders will run down during his/her t
urn. This means that you do not subtract the number during both the attacker's
and defender's turn.
Change Army Lists: You may change around your army lists with no role necessary.
You may only do this if your army is not cut-off. This will be explained in g
reater detail later. Keep in mind that this is different than changing your arm
y list in reaction to the enemy's army lists. In this phase you do not know wha
t the enemy's list is, but you can change your list based on hunches, strategies
against that specific race, maybe your just bored of the current list, etc. Ch
anging army lists in reaction to the enemy's will be discussed later.
Demolish Building:
You may opt to demolish any building (unless otherwise stated) in a terr
itory that you control.
Move Mobile Armies:
Each race has a certain amount of territories that their mobile armies c
an go through each turn. This is the point in which you may move these armies,
but keep in mind that you do not attack yet; that is the next step. Also, you mu
st be able to move into the enemy territory that turn in order to assault it tha
t turn.
Fire Artillery:
You can only fire artillery if the army, that the artillery is a member
of, has not moved during this campaign turn and has no intention of moving to as
sault a territory. Long range artillery will be anything that can shoot indirec
tly and has a range of at least 240'' and can shoot at targets without line of s
ight. With long range artillery, you can damage an enemy in the safety of your
territory. You may fire a number of shots equal to the amount of shots you coul
d shoot in one turn. The exception to this rule is that you may ignore any relo
ad or preliminary launch procedure that would restrict your ability to shoot at
least once per turn. You will work this out by choosing a number of enemy units
equal to how many times you can shoot the weapon. Roll a d6 for each unit, on
a 6 you will have hit that unit. If it is a 3'' blast d6+1 models are affected,
5'' blast=d12+2, 7'' blast=d20+8, 10'' blast=3d12+12. Roll to wound as normal.
Note that the units hit will have a cover save of 4+ (it is assumed they will b
e taking cover).
Artillery is primarily used, at this range, to scare the enemy (as you c
an see, it is difficult to actually hit with it). This results in the enemy arm
y that you are targeting having a reduced strategy rating. This reduction will
be a subtraction of 2 from their rating, to a minimum of 0. This will affect th
at army the entirety of their upcoming turn and until the end of your next turn.
You can only shoot territories adjacent to the territory you are shootin
g from.
Keep in mind that if artillery is attacked and destroyed during a supply
raid, the army (even if resupplied) will not be able to use artillery during th
eir upcoming campaign turn.
Designer Note: Artillery certainly can't shoot hundreds of miles (usuall
y), but the idea is that you have fixed yourself into a position inside the enem
y's territory to start smashing them with shells from a distance. This gives a
bit more use out of those models which have ranges far larger than ever realisti
cally applicable.
You can not assault a territory that is under attack by artillery during
the attacking phase of that same turn. You don't want to hit your own. It is,
after all, quite inaccurate at such an extreme distance.
Modeling note: You should definitely have the models for the artillery t
hat is firing. You can not simply say you have magically spawned 9 basilisks to
shoot the enemy with. This would be most unfair to the enemy and to the player
s that are actually playing with an accurate army list.
Attack Phase:
This is the time in which you declare assaults and also what type of att
ack you will be undertaking.
Attacking Territories: There are multiple ways to attack a territory.
Sometimes simply conquering the territory is not the best idea:
Standard Conquest Attack: This is the standard attack in which you attempt to de
stroy the presence of the enemy within a territory. In order to do this, simply
declare an assault on an enemy territory. If you win, you gain the territory a
s part of your planetary empire.
Special Standard Conquest attack Missions:
Normally, you would just choose a random type of battle from the rulebook, but s
ome situations make it possible to have a bit more fun. The following are missi
ons from the Battle Missions supplement that could add some flavor to your campa
ings
Scorched Earth: This works best when the defender of the planet is attacking an
urban territory in order to take it back. It must take place in either Level 2
or 3 terrain of a Type 1 territory. Replace Chaos with Defender in the mission
description.
Invasion: Use this when a territory with a Warp Rift is being attacked. Replace
daemons with defenders if necessary.
Fight to the Death: This works best when attacking an area with a very large po
pulace (over 100 mil). It also works well when attacking the capital of the pla
net's defender. Replace Daemons with attackers. It also works in any situation
in which the defender will suffer severely if they lose the territory. Situation
s such as the last supply depot or manufactory. Maybe even the last mining faci
lity. It could also be used in the situation of defending a Grand Forge
Pre-Emptive Strike: This can be used as a normal standard mission. It would be
used a bit more by Eldar players. Replace Edlar with attacker.
Mobile Defense: This will be a common means of defense by mobile armies such as
Eldar and Tau. Replace Eldar with defender.
Prepared Assault: Can be used at any time. This only really makes sense if both
sides would be launching artillery. Even Eldar have some artillery; few armies
would be without any kind of artillery (Dark Eldar is the only I can think of)
War of Attrition: This can be used any time, but makes the most sense if the te
rritory is very important and if both races are large in number and reserves. Re
place Imperial Guard with attacker.
Trench Warfare: This can be used often, and makes the most sense when the defend
er is a tough somewhat imobile army such as Imperial Guard. The obstacles you g
ain, as in the description, are free. You can add defense structures as usual w
ith your defense points. Replace Imperial Guard with defender.
Implacable Advance: This can be used all the time. It wouldn't be used often by
mobile armies, but tough less mobile armies would be involved in this situation
somewhat often. Replace Necrons with attacker.
WAAAGH! This will be used most often when Orks are attacking, but other armies c
an be in this situation also. These armies are not likely to be ranged based ar
mies such as Tau. Replace Orks for attacker.
Vanguard: This would be used most often by space marine players. Other than th
at it wouldn't be too uncommon for other races to be in this situation. Replace
Space Marines with attacker.
Vertical Envelopment: This would be a somewhat common situation for Eldar, Tau a
nd Dark Eldar, but no other race would utilize it often, if at all. Replace Tau
for attacker.
Fighting Withdrawal: This situation is likely for any race. Replace Tau with d
efender. Despite the name, the defender will not always be retreating. The mis
sion seems to be a bit of a hold at all costs type mission with some room for ta
ctical withdrawal towards the objectives.
Wave Assault: This would be used commonly by Tyranids, but it wouldn't be an un
common situation for other races that are many in number. Replace Tyranids with
attacker.
Infestation: This would make the most sense for Tyranids, but I'm sure creative
players could make up ways in which the mission special rules could apply to th
eir race. Replace Tyranids for attacker.
All missions, with the exception of standard conquest attacks and Meat Waves, ga
in a benefit due to their less than predictable nature. The affect of this is t
hat the attackers are so quick and/or well organized that they avoid the enemy d
efense structures completely. The defender can not add the bonus amount of defen
se points gained from the territory (but the defender still gets his standard am
ount of defense points) for battles involved in these types of attacks. Keep in
mind that the attacker will still get the amount of attacking points relative t
o the territory. For example: A player attacks a territory that yields 4 bonus
defense points, but successfully begins a raid on that territory. The defender
will not get to use those 4 bonus defense points, but the attacker will still ha
ve 4 bonus attacking points.
Note: Each army can only assault one territory per turn.
Lightning Raid: This is an attack that is designed to complete a particular obj
ective. Only the most disciplined and/or mobile forces can be successful with s
uch an assault. In order to attack in this fashion, you must declare an assault
, but then you must declare that you are attempting a Lightning Raid. Roll oppo
sed strategy ratings. You may add 1 to your roll if every unit in your army lis
t has a dedicated transport or can move at least 12'' during the movement phase
(mobile armies are good for raids). If you win, then you may attempt a Lightnin
g Raid; if you lose, then you have sacrificed that armies assaulting ability for
that turn.
These types of attacks are not designed for conquest. This results in a special
situation: Any territory taken by a Lightning Raid will only remain in the cont
rol of the attacker for 1 full campaign turn. After this, the territory will au
tomatically become controlled by the defender once again. This type of attack c
an be very handy for taking a territory and then destroying a building or taking
a territory and enslaving its populace, then leaving.
All Lightning Raids take place in a Level 3 terrain battlefield (this will be de
scribed later)
The Following Missions, from the Battle Missions supplement, are Lightning Raid
Missions:
Dawn Raid: Replace Dark Eldar for attacker.
Slave Raid: Replace Dark Eldar for attacker.
Flank Attack: Replace Eldar with attacker.
Reconnaissance in Force. Replace Necrons with attacker.
Blitzkrieg: Replace Orks with attackers
Surprise Attack: Replace Space Marines with attacker.
All-Round Defense: Replace Space Marines with defender.
Kill Team: (only for when you plan on destroying the building in the territory)
Supply Raid: This works exactly like a Lightning Raid, but the results of a vic
tory are different. Instead of conquering the territory for a single turn, you d
on't conquer the territory at all. Instead, you steal or destroy a large cash of
supplies from the enemy. This is very helpful if the enemy is cut-off from sup
plies. If the enemy is, in fact, cut-off then they automatically run out of all
ammunition and fuel if the raid is a success. If there is a supply depot in the
territory, it immediately becomes depleted (making this a very helpful attack a
gainst enemy territories not connected to a fully functioning manufactory, which
will be described in the general rules section). If the supplies that you have
stolen are compatible with your technology, you may use them in order to resist
a depletion of fuel and ammo if you have been cut-off. If you are successful i
n a Supply Raid and your technology is compatible with the supplies (this will b
e listed in your race's special rules in their section) you may act as if you ar
e fully supplied for the next D3 turns. The exception is that you still do not
have reserves to replace the dead, but you will have ample ammo and fuel for a f
ew turns.
The following is the list of missions for Supply Raids:
Pillage (the attacker will take the place of the Chaos Space Marines in the batt
le description)
Dawn Raid. Replace Dark Eldar with attacker
Flank Attack. Replace Eldar with attacker.
Ambush: Replace Necrons with attacker.
Reconnaissance in Force. Replace Necrons with attackers.
Blitzkrieg: Replace Orks with attackers.
Surprise Attack: Replace Space Marines with attacker.
All-Round Defense: Replace Space Marines with defender.
Bull Rush: This is an attempt to get through an enemy territory without having
to conquer it. This can be very handy for getting to a certain objective territo
ry. To perform a Bull Rush simply move into an enemy territory, this does not c
ount as your assault for the turn ( I will discuss what this implies very soon)
During a Bull Rush you will choose a mission normally and do everything normally
with the exception of deployment. The defender may only deploy 500pts. The Re
st of his forces will be in reserve. You will not roll for reserves as normal,
however. When rolling for each unit you will instead roll opposed strategy rati
ngs. The defender can only place a unit when he wins the opposed strategy rating
roll. The defender may add one for every turn after turn 2. The reserves can,
however, show up on turn 1 if the defender is well organized (has a high strate
gy rating) or gets lucky. If the attacker wins that battle, then he may keep hi
s units in that territory as if it were his territory. The player does not have
to make another bull rush attack to move out of the territory next turn, but he
will have to make some sort of attack if he is moving into another enemy territ
ory. You will only make a bull rush attack when moving into an enemy territory,
not out of one. If the defender won the bull rush battle, then the attacker must
retreat to the territory they originated from.
Some races move either slower or faster than most. For the races that move slow
er than 1 territory per turn: You will do as many bull rush attacks as you must
in order to get through the territory. For example Necron players would have to
succeed in two bull rushes in order to get through the territory. If they lose
either they will be pushed back to the territory they originated from.
For the races that move faster than 1 territory per turn: These races can actual
ly attempt multiple bull rushes during one turn ( on up to as many territories a
s they could move through). They can also attempt to assault a territory after
going through a territory using a bull rush attack. Keep in mind that they will
be cut-off (even if they control all spaceports), so they will not gain back th
e deaths from the bull rush attack and may be subject to lack of fuel and/or amm
o in the upcoming assault. When you attempt this kind of assault you are litera
lly running towards the objective regardless of enemies. If vehicles are damage
d, you can not attempt to repair them and if they are destroyed no attempt can b
e made to repair them. This is a risky and often desperate endeavor.
The following are the missions applicable to a Bull Rush attack:
Cut and Run: Replace Orks with attackers/the person attempting to get through th
e territory.
Meat Wave: This type of mission occurs when the attacker is simply interested i
n killing as many of the defenders as possible whilst ignoring his/her/its own c
asualties. This does not necessarily result in the conquering of the territory.
..in fact, usually it doesn't.
This type of attack requires no opposed strategy rating test. Simply state that
you are assaulting as a meat wave attack.
If the attacker wins the battle, then the enemy must double the amount of units
they lost. If the defender won the battle, nothing happens to the territory (lot
s of people probably died, though). The true victory is in the number of defend
ers the attacker took out. This type of attack is helpful in depleting the enem
ies reserves at the expense of your own. Good for Tyranids vs Space Marines for
example. It can also be very handy against an enemy that is cut-off in order to
deplete them of their units due to a lack of reserves.
If the enemy chooses to withdraw from this battle, then the attacker gains the t
erritory as if he/she was attacking via standard attack.
A special note on experience and other campaign issues:
If you have a troop choice that is experienced in any way and they have been wip
ed out, then the squad that comes in as if it were reserves will not have any of
those experience options. You can roll to see if the original squad survived a
s normal, however.
All of your casualties (including the ones inflicted on “reappeared” squads will
go towards the depletion of your campaign reserves. This is why Orks would be s
een doing this and not the Inquisitorial Forces.
If you have a troop choice that can outflank, then they will get this opportunit
y when they reappear as if they were reserves.
You can potentially give experience to any squad involved in the battle, even if
they are a “reappeared” squad. Simply role for it as normal.
Types of missions that will be played as Meat Waves: Black Crusade (the replace
Chaos Space Marines for the attacker in the mission description.
Deception Strike: This type of attack is designed to take out the enemy's suppl
y lines temporarily by skillfully infiltrating into the enemies territory.
Roll opposed strategy rating rolls. You will get a +1 to the roll if all of you
r army has some sort of stealth equipment (such as camo cloaks and camo nets) I
f you win you may attempt this type of attack; if you lose, you have sacrificed
that armies assault move for the turn.
The following are the list of missions appropriate for a Deceptions Strike:
Night Fight: Replace Daemons with attackers
Feigned Retreat. Replace Dark Eldar with Attackers
Flank Attack: Replace Eldar with Attacker.
Ambush: Replace Necrons with attacker.
Reconnaissance in Force: Replace Necrons for attacker.
Surprise Attack: Replace Space Marines with attacker.
All-Round Defense: Replace Space Marines with defender.
Counter-Attack: Replace Tau with attacker.
First Contact: Replace Tyranids with attacker.
Kill Team
If you win the mission, then you have successfully cut-off the enemy in this ter
ritory for an entire turn. You can attempt to do this same thing the next turn
(assuming you win the strategy rating), and if you are successful the enemy will
continue to be cut-off. If you are successful in this style of attacking, you
could eventually suck a territory dry of units due to a lack of reserves.
Special Mission: If you are feeling creative and adventurous you could use the
following mission:
Use a Linebreaker mission. Use a model as a “final boss”. If you win this mis
sion it would be like winning any other mission in terms of what you gain on the
campaign level. In other words, this mission can be used in any type of attack
. Don't use it too often or else the “boss fights” will not be as dramatic.
Slight differences: The big units will actually be the defenders, and you must
destroy it before the end of the game or you will lose.

Battle:
After you decide what type of attack you will be doing, there is multipl
e things you must do before you begin setting up as normal.
Step 1: Randomly set up terrain (exception is planetstrike)
Step 2: Opposed strategy test concerning army list
Step 3: Roll the mission type.
Step 4: Defender Chooses and places any defense structures and strategems
Step 5: Attacker Chooses any attacker strategems.
Step 6: Attacker works out any preliminary bombardment.
Step 7: Set up according to the mission being played
Step 8: First Turn

Randomly set up terrain (exception is planetstrike)


Levels of Terrain: Terrain can differ greatly depending on where the battle take
s place. There are two types of battlefields in these campaigns based off of te
rrain.
Type 1 terrain is terrain that exists in a territory with a building of some sor
t
Type 2 terrain is terrain that exists in a territory with no building of any sor
t.
For type 1 terrain: At the beginning of a battle both players will roll opposed
strategy ratings. The winner gets to choose which level of Type 1 terrain ther
e will be on the field.
Level 1: This is often away from the objective building. The terrain is relativ
ely standard, not being very thick but not too thin either (roughly a quarter of
the battlefield in terrain).
Level 2: Half of the battlefield is Level 3, the other half is Level 1. This is
a siege of the objective building, often involving the entrance to the objectiv
e building area (roughly one quarter natural terrain and one quarter urban terra
in).
Level 3: This is often times within the complex that protects the objective buil
ding. It is extremely dense terrain. It is as dense as any downtown city area.
Make sure to create long streets with minimal cover for the ballistic armies,
but make these few in number. This is basically a very dense city fight (most
of the board should be terrain, but create some huge streets for some no man's l
and).
For type 2 terrain: At the beginning of a battle both players will roll opposed
strategy ratings. The winner gets to choose which level of Type 2 terrain ther
e will be on the field.
Level 1: This is often a relatively less than average amount of terrain for a ba
ttlefield. Slightly thinner than would be considered fair, but just slightly (r
oughly a fifth of the battlefield in terrain).
Level. 2: This is a decent amount of terrain. About the normal expected amount
(quarter of the battlefield).
Level 3: This is somewhat dense for a normal battlefield, but only slightly. It
often has at least one large hill or rock formation of some sort (about one thi
rd of the battlefield).
Once you have decided the terrain level and type, you can set it up for the batt
le.
Concerning Planetstrike: You will not set up randomly, choose the type of terrai
n, but you get to set it up according to the planetstrike rules.
Opposed strategy tests concerning army lists
Defining what an army is: Each one of your mobile attack or defense armies are d
ifferent armies. Each territory also has its own static defense army. This has
many implications in terms of experience and restrictions:
Each individual army will gain its experience separately for its units. For exa
mple: If you gain experience with a unit from one of your static defense armies,
this does not apply to any battle with all other armies. It only applies to th
e static army in that territory. You can, however, induct that unit into a mobi
le force by moving the mobile force into that territory. It is assumed that the
experienced units traded places with the inexperienced to benefit the mobile ar
my. This can also work the other way. You can station one of your experienced u
nits from your mobile army in a static army of a territory if you are in that t
erritory with the mobile army that has the experienced unit. You can use a mixt
ure of these techniques to transfer experienced units from one territory to anot
her.
If you have more than one attack or defense army, you may have any number within
one territory at a time. When a defense begins in that territory you may choos
e between any of your mobile armies and static defense army to be the defenders
of said territory. You can only choose one and having multiple armies in a terr
itory will not allow you to outnumber you enemy (It just isn't any fun for eithe
r player). Keep in mind that each of these armies will have their own experience
d units, so choosing one over the other could be very important.
Each army will be made up of certain units depending on your army list. You can
have a different army list for each army, but keep track of that army list beca
use changing it will not always be easy. You may change your army list during y
ou turn only if you have a functioning supply line to the army you wish to adjus
t. If you are cut-off, then you may not change any aspect of the army including
squad size and options.
Keep in mind that if you do change any aspect of an experienced unit, they will
lose their experience. (with the exception of the changes you are forced to make
if you are cut-off and begin taking casualties).
When you are attacked, or when you decide to attack a territory, you have a few
options concerning your army list and the enemies army list:
If you are attacking or being attacked you have a chance of knowing the enemies
army list before the battle even begins. In order to attempt this you simply ro
ll opposed strategy rating tests (I will explain strategy tests later). You may
add 1 to the roll if you have a unit with either infiltrate or scout in your ar
my list. This infiltration or scout unit must be in the army list of the army t
hat is either attacking or being attacked. If you win the roll, then your oppon
ent must show you their army list and give you any detailed information you requ
est. Equal rolls result in failure if you are the attacker, but result in succe
ss if you are the defending army.
Knowing the enemies army list is handy, but if you wish to change your army list
in reaction to this newly discovered data you must roll opposed strategy rating
checks also (do not add 1 for having an infiltrating or scout unit). If you wi
n (an equal roll will always result in the defender winning) and have a proper s
upply line connected to your army, you may change around your army list in order
to meet this threat more effectively. This is normally the only way that you c
an change your army list after that step during a campaign turn. It is also the
only way to change your army list during the enemy's turn.
To clarify: In the event that both the attacker and defender are attempting to r
eveal the enemy's army list, you will only roll one opposed strategy rating test
. The winner of this single test will not only be able to view his opponents ar
my list, but that player is the only player that can attempt to change army list
s. You must still roll opposed strategy rating for the army list change, howeve
r. This is to avoid a situation in which both players get to change their army
lists in reaction to the enemy because this situation is a bit silly and confusi
ng.
Concerning experienced units: You can not change any aspect of an experienced sq
uad, but you may decide to use a different squad that is not experienced. This
can be done by changing you army list. You will still have the experienced squa
d in the campaign and may change your army list to included them in future battl
es. This can be used to build up experienced units for an epic battle.
Note: You never have to tell your opponent any changes to your army list. The o
nly way that they can know your army list is with some extra special abilities t
hat will be described in their appropriate section, or by making the successful
strategy rating tests as described earlier. This does not apply after a battle i
s underway (after deployment). You're just being a dick if you don't let your o
pponent see your army list, so you must if they requests it.
Army Lists with Differing Points: Sometimes a campaign will have different point
limits for different battles. To deal with this in terms of army lists, you mu
st make the army list according to the highest expected points limit of any batt
le during the campaign. You may choose from this list for smaller point values
and it will not count as changing army lists. You will, of course, still be req
uired to roll opposed strategy ratings in order to change you list in reaction t
o the enemy list.
Note: This is one way to deal with multiple point limit campaigns. Feel free to
come up with a more dynamic and creative way. Just make sure it is accepted by
all players.
Attacking with Multiple Mobile Armies: If you claim an assault on a territory wi
th multiple mobile armies, then you can attempt to assault that area as many tim
es as you have mobile armies attacking that territory. It does not result in yo
u being able to outnumber the enemy (in terms of points). If you haven't notice
d yet, you can not possibly outnumber (in terms of points) your enemy unless you
are attacking a cut-off army that has suffered fatal casualties or unless the
mission says you must, which would be described in the mission description.
Armies Falling Back: If a mobile army is forced out of a territory because of a
defeat, then they will roll randomly to see which adjacent friendly territory th
ey will retreat into. If there are no territories adjacent (bordering) to the t
erritory they were in before the defeat, then they are surrounded and killed. L
ook at the Your Forces Melt Away description in the General Rules for more info
rmation.
I must also add that if a territory is taken, then the static defense army in th
at territory is considered destroyed. This means all of the experienced units in
that army are now dead.
Note: You can not use a Spaceport to Fall back. It has been taken by the enemy
before you could get your troops loaded. You can, however attempt to save speci
fic units with experience. The way this works is that you will dedicate a build
ing as the space port (during the battle) and try to get the units to the spacep
ort. You then must take d3 turns to load up the unit and take off. If the enem
y has any dedicated anti-aircraft units or flyers, then they can attack the tran
sport if it gets within range. It must fly towards one of the board edges of yo
ur choice. If you are not near the city with the spaceport (Level 1 terrain) th
en you can not evacuate your experienced units. Understand that evacuating an e
ntire army would be very difficult and usually takes days when using spaceports.
Randomly Choose Mission Type
Randomly roll to see which mission, dependent on the type of attack, wil
l be fought. The type of missions is in the Attack Phase section.
Defender Chooses and places any defense structures and strategems
Defense Points: Each race has their own options for static defense structures an
d defense strategems. The rules and options will be stated in the appropriate se
ction along with the cost in terms of defense points. These structures can be p
laced anywhere within your deployment zone and must be placed before any friendl
y or enemy units have been placed.
Defense Strategems will be taken from the Warhammer 40k Planetstrike supplement,
but with a few changes (note that they will act exactly like they would normall
y if you are playing a game of planetstrike with a landing zone attack. The onl
y time they will change is during any other type of battle). The amount of stra
tegem points is costs, in the planetstrike codex, will now be the amount of defe
nse points it will cost:
Note: The stronghold strategems will be attached to your bunkers in a non-planet
strike game. They are useless unless you have a bunker or some sort of garrison
able building similar to a bunker.
Defense Strategems:
Ammunition Store: No change, but it also gives all units in the building ammo if
they are out due to being cut-off
Command Centre: no change
Power Generator: no change
Sacred Ground: it does apply to the unit inside the bunker
Imposing edifices: can be attached to any bunker regardless of whether it is an
objective
Turreted Stronghold: You must blow up the bunker in order to destroy this stateg
em; different based on race as follows: Chaos Daemons: the same
weapon that a soulgrinder uses with his mouth, Chaos
Space Marines: no change, Daemonhunters: twin-linked
lascannons, Dark Eldar: they don't defend; Eldar: Fire Prism Cannon, Imperial
Guard: no change, Necrons: Particle Whip, Orks: Boomgun, Space Marines:
Demolisher Cannon, Tau: Railgun with submunitions, Tyranids: S6 barbed
strangler with 1 shot per turn, Witchhunters: 2 Heavy Flamers (that must shoot
at the same unit). You may place the flame templates up to
12'' away from the flamers, but the small end can n
ot be farther away than the large end.
Void Shield: no change, but add the fact that it will negate any preliminary bom
bardment attacks against the building it is attached to.
Fortified Stronghold: you will ignore the first penetrating hit on the bunker
Krak Trap: no change
Las-maze: no change
Minefield: no change
Trenches: no change, but add that this will help against preliminary bombardment
s the same way it helps against firestorm attacks
Drop-Pylons: no change
Force Pylons: no change
Escape Hatch: no change
Drop-Bastion: no change, but keep in mind that most races have a differently arm
ed bastion.
Drop Zone Denial: if the attacker has more than one side of the board to deploy
from, you can choose which side he/she can no longer deploy from. If the attack
er has only one side to deploy from choose which half of that side he/she can no
longer deploy in.
Defense Stuctures: Any and all gun emplacements can be upgraded to AA mounted gu
n emplacements for 1 defense point. They will also double their range, but will
gain a minimum range of 12''.
Attacker Chooses any attacker strategems.
Attacker Points: All races have a set amount of attacking points they will get
each battle as an attacker. The attacker will also get an amount of attacking po
ints equal to the amount of defense points the defender gets from his/her territ
ory (note that this number does not include the standard amount the army gains r
egardless of territorial benefits). They can exchange these points for stratege
ms from the Warhmamer 40k supplement Planetstrike. Unless you are fighting a La
nding Zone battle, they will have a few changes:
All strategems can be taken more than once if the battle is over 10,000 pts on e
ach side.
Darken the skies: no change
Dawn Assualt: no change
Deathstorm: no change
Confusion Reigns: no change
Crash and Burn: no change
Desperate last push: no change
Gremlin Curse: this will affect d6 gun emplacements including any turret mounted
on a bunker.
Ground Observer: no change
Heavy Duty Drop: choose one non-deepstriking unit to come in as a deepstriking u
nit. This can be a vehicle. Roll a d6 for the unit,
on a 1 or a 2 the unit is pinned if non-vehicle or s
tunned if vehicle.
Phase-Shield Generator: no change
Planetary Convocation: no change
Skorched Skies: instead of firestorm attacks, the attacker will get double the a
mount of preliminary bombardment attacks that they would n
ormally get.
Smoke Shield: no change
Supply Drop: no change
Sustained Assault: no change
Stasis Bomb: no change
Attacker works out any preliminary bombardment.
Preliminary Bombardment: If you have any units in your army capable of shooting
over 95'' without line of sight, then you can use them for a preliminary bombar
dment. Work out one turn worth of their attacks on the defense structure(s) of y
our choice. If you destroy the structure, you don't have to worry about it duri
ng the battle...because it is destroyed of course.
Set up according to the mission being played
This is a pretty straightforward step. Set up according to the battle d
escription. No major differences in this step for the campaign system. (If I fi
nd some I'll let you know with the revised edition)
First Turn
This step is equally straightforward, but does have one change. You wil
l roll opposed strategy ratings to see who gets to go first. This will not apply
if the mission states who goes first already. Example: if the mission states t
he attacker goes first, you don't need to role opposed strategy rating tests bec
ause the attacker will be going first regardless. The player who goes first als
o must set up first (unless stated otherwise in the mission description). No “s
tealing initiative” will be permitted in the campaign games. This is to resist
luck (Though I understand luck is certainly a part of battles) completely winni
ng the day. Deploying first and going first is well balanced, but getting to de
ploy in reaction to your enemy and then getting to go first is a bit too much of
an advantage, especially when the advantage is granted by a single dice roll.
If you are a strong believer in this “stealing initiative” roll and your opponen
t also likes it, then feel free. Then again, I suppose you could easy do that w
ith any rule in this book. If neither players like a rule, feel free to change
it in your campaign. This book is only intended to be a way to unify campaign i
deas and guide you into creating a wonderfully epic campaign.

General Rules

Mobile Forces: Each army starts out with a certain amount of mobile attacking ar
mies and mobile defense armies depending on if they are attacking or defending,
of course. This is detailed in the appropriate race's section. Mobile armies a
re the only armies that can move throughout territories and conquer enemy territ
ories.
Static Forces: Each territory will also have static forces for defense. These f
orces will be affected by lack of supplies, negative modifiers, and all other th
ings just as a mobile force is. The only difference is that the static force do
esn't have to worry about not being able to move (on a campaign level) due to la
ck of supplies.
Defending Territories: All territories can defend from enemy attack. All battl
es played will also be of equal points value unless the mission states otherwise
. (designer note: I understand this may not be truly realistic, but games of une
qual points are often not very fun for either party)
Supply Lines and the Nightmare of Logistics: Any good commander knows he needs d
amn good supply lines, which is often easier said than done. If you can not mai
ntain proper supply lines, then you will find yourself quickly running out of fu
el, ammunition, and reserves. To represent this, the concept of supply lines ha
s been created.
There are certain structures that can give you supplies and this will be stated
in their description when you roll up planets (this will come later). To be abl
e to claim that you have a supply line to any mobile or static armies, you must
be able to move from the territory in question to a territory with a supply depo
t. The amount of territories you have to move through is not important, you just
simply must be able to trace a supple route from the supply building's territor
y to the the territory in question without going through any enemy territories.
Keep in mind that spaceports can help you to create supply lines. Spaceport de
scriptions will come later. If you can not maintain a supply line to your forc
es, there are some negative consequences:
If you can not create a supply line to a mobile army, then you may only move for
2 campaign turns before your army runs out of fuel and can not move until a sup
ply line is re-created to the stalled mobile army. If you are involved in a bat
tle and have ran out of fuel (a situation that will most likely only apply to st
atic armies) all vehicles will be considered immobilized (this will not count to
wards victory points). You can place them on the board as usual, but can not mo
ve them from that spot. (it can be assumed they made sure to use the final bit
of fuel to get the vehicle in a defensive position)
For all armies both mobile and static: Without supplies, ammunition can become v
ery scarce. To represent this, roll a D6 for each and every unit. The resulting
role is how many turns you can shoot with that unit. Keep in mind that that li
mit only applies to the turns in which the unit either fires at something or att
empts to fire at something but is out of range. Keep track of this number for e
ach unit because this will apply to each battle until you can re-create supplies
. It is affectively the total amount of turns throughout all of the battles you
will fight while you are cut-off from supplies, not the number for each battle.
For example: If you have a unit that rolled a 3 for the amount of turns it wil
l have ammunition and you spend 2 turns of one battle firing their weapons, they
will only have 1 turn of firing left for battles beyond this one until supply l
ines can be re-established.
The effects of running out of ammunition is that you can no longer use any range
d weapons that would require ammunition and you can also no longer use any grena
des. Power weapons, power armour, and other powered objects are assumed to be e
fficient enough to be capable of continuing use for many battles without supplie
s.
Reserves for both static and mobile forces: Reserves are the troops and hardwar
e that an army is granted to make up for losses. You will roll to see if each r
emoved model is in fact dead in the same way as if you were rolling to see if a
unit could gain experience (which will be covered later). Under normal circumst
ances, these dead models would be replaced, but if you are cut off these models
are permanent deaths to that squad.
Example: Jimtooth's army is cut-off and, therefore, does not have a proper suppl
y line. He lost 7 space marines to one of his tactical squads in his last battl
e. He rolled for his casualties and 5 of those seven causalities survived. Thi
s means that, in his next battle, that squad will not number ten, but will inste
ad number 8 marines. Jimtooth must still pay the full amount of points for a te
n man squad, however. This is why getting cut-off is a very bad thing.
This same principle also applies to vehicles in multiple ways.
If a vehicle in a cut-off army is damaged (immobilized, weapon destroyed, etc.)
it will have a chance to fix the damage before the next battle, but it may not b
e capable of doing so due to lack of supplies. You must roll for each bit of da
mage separately (such as rolling for each damaged weapon). Each race will have
a required roll in their appropriate section. If you make the roll, then the da
mage is repaired for the next battle.
If a vehicle crew member did not survive the battle but the vehicle did (this is
possible), then you must use your creativity and knowledge of Warhammer 40k veh
icles to decide what that vehicle can not do without that crew member. Example:
My fire prism what wrecked in a battle, but managed to be repaired (this will b
e discussed next). I rolled for the survival of each crew member, and the gunne
r of the turret died but the pilot survived. This would mean that I could move
the fire prism normally, but could only shoot the hull mounted shuriken cannon.
If the pilot died, then it could be assumed that the gunner was trained as a pi
lot within the time between battles. We can also assume that perhaps his incred
ible drive to succeed in the face of danger made him a good enough pilot in that
short amount of time. Honestly, it is up to your imagination and it may be best
to get a neutral, third party to decide the outcome also.
If a vehicle is wrecked, then you must roll for each crew member to see if they
survive as stated above. This is, however, pointless if the vehicle is beyond r
epair (unless the apposing player will allow you to field the pilots as a troops
choice with some really basic weaponry for a small amount of points. You could
even combine multiple crews together for a ad hoc “lost crew” squad that is jus
t pissed off at their situation and ready to take out their frustration on the e
nemy in a whole new way.) Repairing an entire vehicle is much more difficult tha
n repairing certain systems. You must take the following steps: All these rolls
will be repair rolls based on the race. Roll for the basic systems of the vehi
cle, if you fail this role then the vehicle is beyond repair. If you succeed th
en you may continue on to the next step. Roll to repair the engines, if you suc
ceed then the vehicle is capable of moving at normal speeds. If you fail, then
you can only move 6'' per turn regardless of the vehicle, and may not shoot any
weapons if you did move. If this attempt resulted in a roll of 1, then the vehi
cle is beyond repair. If you rolled anything but a one, then you get to roll fo
r each weapon and each success means you get to use that weapon, each failure me
ans the weapon is beyond repair. All the upgrades that are applied to a vehicle
are assumed to be repaired when the basic systems are repaired (including force
fields of any sort).
A note on repairing units: Some models such as techpriests and Bigmeks have a ce
rtain roll for repairing systems during battle. If this role is better, then you
may use it instead of the race specific roll assuming that you have the unit in
your army. Note that the model doing the repairs still gets the bonuses from u
pgrades such as oilers and servitors.
Any Vehicle Explodes! Results on the damage table means the vehicle is in tiny p
ieces and is obviously beyond any type of repair and all crew members died with
no roll possible to save their vaporized bodies.
You only have to draw from one area with a supply depot for an infinite amount o
f armies. This means that if you have two supply depots both capable of reachin
g all your armies, then you will only have to subtract turns from one of them.
If that one runs out you have the other supply depot to feed from.
.
Supply Depot: Supply depots are large stock of war materiel. They will count th
eir territory as a supply territory for sake of the supply lines rule. They hav
e a limited amount of supplies, however, and will only count the territory as a
supply territory for 10 campaign turns.
Spaceport: A spaceport is a large open area that is safe and stable enough to al
low large landing craft to land. You can also use them to move quickly to anoth
er space port. If you start your turn in a territory with a space port, you may
move to any other territory with a space port provided you also control that te
rritory. This will count as that turns movement for that army. You can not att
ack an enemy territory by using a spaceport to assault a territory of an enemy's
that also has a spaceport.
Night Fights: Some armies specialize in fighting in the dark. Roll opposed strat
egy ratings. The winner can decide to make the game a night fight (assuming the
re is night on the planet).
Fully Functioning Manufactory: This building is a manufactory (or something that
counts as a manufactory) that is connected (just like a supply line) to a frien
dly territory with a mining facility. The idea is that you have the raw natural
resources and the factory to create needed military goods on the spot.
Orbital View: You maintain the overhead view of the battlefield only if you have
at least one space port under your control. If you lose all space ports, you m
ust view the battlefield from the view of any of your units (use a camera or a l
aser site to judge what their view might be, this takes some honesty due to the
fact you still would be able to see the entire battlefield). Keep in mind that
this is more for fun than anything. If this truly becomes a problem then you ca
n ignore the rule.
Orbital Control: If one player controls all of the spaceports, then they have ac
complished orbital supremacy (another way of getting orbital supremacy could be
a battlefleet gothic game). The benefits of this include safe sky lanes and con
trolled bombardments.
Safe sky lanes: This means that no army of yours will ever be cut-off from supp
lies because they simply space drop them onto your position.
Controlled Bombardment: This is small, somewhat controlled and precise bombardm
ents from your ships in orbit. This allows you to destroy all enemy defense str
uctures before each offensive and negate any strategems that seem to require som
e sort of air/space drop or air/space strike.
Interplanetary Conquest, and Interstellar Conquest: This will be covered in its
own section.
Stalemate: In the event that both the attacker and defender can no longer make a
ny actions due to the fact that they are both out of resources or armies, a stal
emate is called. In a stalemate, the defender will win due to the fact that it
is his home turf, he knows the area best and probably has a bit more resources l
ying around to engage the stalled attacker in minor guerrilla assaults to slowly
pick them away.
Apocalyptic Units: Large Apocalyptic models, such as titans, bio-titans, and sup
er heavy tanks, must have special buildings in order to re-equip them if they ha
ve been destroyed. The buildings that do so will be in its descriptions. Simp
ly having a supply line will not be enough to repair these huge and often comple
x machinations.

Withdrawing: At any point during a battle you may call a tactical withdrawal. T
his means that all of your units will automatically begin falling back as if the
y have failed a Leadership test. Vehicles will simply move off of the table tow
ards your board edge. Certain missions will not give you a board edge to fall b
ack to and these types of missions will not allow for a tactical withdrawal (the
y are very rare, so the issue should not come up often). Certain types of squad
s that are fearless will not fall back because of how crazy they are. An exampl
e would be Khorne Berzerkers. Some units are fearless due to how experienced th
ey are such as Lord Inquisitors. These types of units can still fall back. Thi
s is really up to the judgment of the players. Just use common sense, if a unit
is fearless because they are crazy and don't think, then they will ignore your t
actical withdrawal. This can be helpful to avoid unnecessary casualties to your
army, which can help you keep experienced units and avoid depletion of your res
erves.
Note that if you withdraw, none of your units will gain experience, but the enem
y will gain experience normally.
Withdrawing From a Territory: You can withdraw from any territory you wish. Thi
s means the territory will be abandoned and the enemy will instantly gain the te
rritory if he/she simply moves onto it. This can be helpful if you do not wish
to lose any of your precious reserves to defending an area. All experienced uni
ts will be moved to an adjacent territory of your choosing. You can not withdra
w your static army if you are cut-off.
Strategy Ratings: Strategy ratings are extremely important in campaigns. Each r
ace has its own strategy rating and this may be increased in certain ways (which
will be stated in their appropriate descriptions). A strategy rating test is s
imple: Roll a d6 and add your strategy rating; this will be your strategy score
for that particular test. When you are defending a territory you can subtract th
e amount of defense points you have from the enemies strategy roll to a minimum
of 0. For example. An eldar army is attacking an imperial Hive. The territory
grants the defender 4 defense points. The Eldar player rolls a 3 for their str
ategy test. The total strategy score is 6 because Eldar have a strategy rating
of 3. Because the defender has 4 defense points, he can reduce the dice roll fr
om 3 to 0. The Eldar player's strategy score is now 3. The imperial player now
has a much better chance of succeeding in a roll higher than the Eldar player.
If test results in equal strategy scores, then the player with the higher strate
gy rating will win.
Your forces melt away: An attacking or defending mobile army will be destroyed c
ompletely if every single unit has died and it can not be re-quipped. It will a
lso die if it has no where to run (got surrounded by the attackers armies and ca
n not move into a friendly territory from the territory it was attacked in). You
can create another mobile army up to the maximum amount allowed and place it in
a territory with a spaceport. If the player does not have any spaceports and h
is mobile forces have melted away, then that player has lost the campaign.
Exhausting your reserves: It is possible to exhaust all of the units allocated
to the offensive or defensive action. Keep track of how many soldiers die (in t
he same way as if you are seeing if they maintain experience), it may be very im
portant. Each race will have a certain number of reserve soldiers. Keep in mind
that you can, in fact, be restricted by how many units you can field by how many
reserves you have left.
For Example: You create an army list of 1500 pts for your Eldar army. You need
a total of 38 eldar in order to field the army (adding all the infantry models
and vehicle crew members together). You have 24 eldar left in your reserves. Y
ou must field as much of the 1500pts as you can with the 24 models. If there ar
e some units that can not be filled, you must still pay the points for them, but
you will not have them. This is to resist battles simply becoming incredibly t
iny in reaction to a lack of reserves. Losing reserves is a very bad thing. It
will result in you losing the campaign.
Note: If an entire army is wiped out to the last infantry unit and vehicle in a
battle (fliers included) and there is absolutely nothing left, all of the casua
lties for that wiped out army are considered unsaveable. There is no one left t
o help drag off the dead or rescue some fellow brothers in arms. This means tha
t being wiped out during a battle is a very deadly thing indeed for your reserve
sds.
Higher level defense: You will multiply the number of total defense points by 2
for battles of over 3,000pts. You will multiply the number of total defense poi
nts by 3 in battles over 6,000pts. You will multiply the number of total defens
e points by 4 in battles over 9,000. The pattern should be clear for battles abo
ve 9,000 points. You simply multiply by one greater for every 3,000 pts.
Keep in mind that you will still use the base amount of defense points allocated
to the defender for purposes of strategy rating.
Note that this will also increase the amount of attacker points in the same way.
Multiple Players: For multiple players on the same team, they may come to a situ
ation where both of their armies are attacking the same territory. They have a
few options. They may choose only one of their armies to fight, or may choose a
mixture of both. Note that the army that is in the majority points value will
be the army whose strategy rating will pitched against the enemies for sake of a
rmy list discovery, alteration, first turn, etc.

Experience
Experience:
Gaining Experience: Within a campaign, your units will learn about their enemies
and gain experience based on failures and successes. If you won a battle you r
oll on one of the tables, the one that makes the most sense, for two units. If y
ou lost you roll for one unit (if any are alive to gain the ability, and we will
go over how to judge if the unit is alive later). You will roll twice on the a
ppropriate table and choose which experience option makes the most sense out of
the two, or simply which one you prefer. You may re-roll any of the two that wi
ll give the unit no benefits whatsoever. Note that the two rolls can be the same
(fate must really want you to choose that one) (Keep in mind that some traits a
ren't so good, you do not get the option to re-roll traits just because you thin
k they are bad)
Example: Jimwop has a unit of Dire Avengers he wishes to allocate experience to.
They were very successful in killing the enemy at range, so he chooses to give
them experience from the Ballistic table. He rolls 2 D10s and rolls a 1 and a
3. A 1 is acute senses, and a 3 is +1 special weapon. +1 special weapon can n
ot affect the squad of Dire Avengers because they do not have the option of spec
ial weapons (Note that the options for squad leaders do not count as special wea
pons). Jimwop is then allowed to re-roll the D10 that rolled a 3. His re-roll i
s 8, which is +1 BS. He decides that +1 BS makes the most sense. The Dire Aven
gers squad now has +1 BS.
There are a few experience options that involve adding one to something. These
are always accompanied by a +1 unless otherwise stated. You can, in fact, get a
nother +1 that stacks on top of the existing +1 experience option resulting effe
ctively in a +2, but it isn't as easy as rolling the experience option a second
time. In order to gain an additional +1 you must have 5 experience points in th
at +1 option. (Normally, you only need one experience point to gain an experien
ce option). To accomplish this you simply allocate an experience point to that
+1 option (assuming it is one of the two options you rolled) as if you are choos
ing it for the first time, but instead of gaining that trait again you will have
one experience point towards the needed 5 to gain another +1 from that option.
You can gain a +3, but that requires 25 experience points, a +4 requires a 125
experience points, etc.
Example: Boba has a tactical squad of space marines with the +1 BS experience fe
ature. Boba then allocates an experience option to that same squad after a batt
le. +1 BS is one of the experience options he rolled for. He may choose to put
1 point towards a +2 BS upgrade. He must roll the +1 BS experience option with
that squad an additional 4 times in order to gain a +2 BS. This results in the
increase of a trait being very difficult after +1, which is the way it should b
e because 3 battles should not yield a +3 to a units ballistic skill.
Survival: Sometimes a unit will lose all experience it has gained because it los
t too many of its experienced members. After a battle, regardless if you won or
lost, you must roll to see if your models actually survived. Not all models tha
t are casualties actually died, and the odds are different for each race. The re
quired rolls will be listed shortly. If after rolling, over half the models sur
vived, then you may keep all the experience that unit has obtained. In addition
, you can only allocate experience options to a unit that is above half strength
after the battle and after rolling to see if the casualties survived.
Note: If any models ran off the table due to falling back, then they automatica
lly survive the battle. Retreating is, in fact, an act designed to save one's l
ife.
Note: All models that are alive after the battle is over are considered alive, e
ven the loser's models.
Example: Mercutio wants to allocate experience to his Ork boyz. Only 12 of the
30 ork models are left once the battle is over. Mercutio then rolls to see whic
h of the 18 models removed were only wounded and managed to survive the battle.
It turns out that 7 of the 18 models removed survived the battle, putting the s
quad above half strength. Mercutio may allocate experience to this unit.
For vehicle survival: if the vehicle was wrecked roll for each crew member's sur
vival as if it was a standard hit (guess the crew size if you must). If over hal
f survive, the vehicle keeps its experience and may gain experience if chosen. I
f it is a Vehicle Explodes! Result, the crew is dead regardless of rolls.
Independent characters get to add 1 to all rules to see if they survive due to t
he fact that they will have the best equipment and best medical care possible.
Note that a roll of 1 will always be a failure.
Independent Characters will roll on the standard charts to see what experience t
hey have gained, but if they win the campaign, then they are allowed to roll on
their race specific Independent Character Chart as if they won a battle. These
experience benefits are permanent even if the character dies in a later campaign
(it is assumed they were rescued or operated on by state of the art medical equ
ipment, etc.), but some of them will also add to their points cost. This is desi
gned to allow a player to develop their own special character relative to their
army.
Any benefits of the experience on a campaign level will affect every army under
your command, and not just the army the commander is in.
On the other hand, you can only have your fancy experienced commander in one arm
y (he can't be in two places at once). You can, however, decide to allocate exp
erience to two commanders that just happen to look exactly the same and say that
one is the leader of one army and one is the leader of another. The obvious do
wnside is that you would be allocating experience to two commanders and, therefo
re, will only have a commander half as experienced as possible.
If the army in which the commander is in is somehow destroyed (such as being sur
rounded), it is assumed that he was rescued and probably not in the best of shap
e. Your fancy leader is not dead, but he will not be able to participate in the
rest of the campaign on this planet. If it is an interplanetary or interstella
r campaign, the commander may be involved in campaigns on other planets freely.
You must use the honor system when using these experienced units. A player shou
ld not have an experienced unit unless he has won the campaigns to gain that exp
erience. A good way to do this is to document every campaign that commander has
won and what experience he gained from that. To be really authentic, you could
show some pictures of the campaign and of the commander kicking ass in said cam
paign. I only hope there are no players who go the distance to fake their comma
nder's experience. These types of players should not be playing the campaign.
Restrictions to experienced units: An experienced unit (one that has gained an e
xperience option) must maintain its squad size and options. You can not cut up
an experienced unit into two experienced units. They are experienced in working
in the size that they are used to and with the weapons they are used to.
For example: If you have a squad of twelve fire warriors and they have an experi
ence option, then you can not split them up into two 6 man squads and allocate t
he experience benefits to both squads. In fact, you can't have them under 12 mo
dels when you place them on the board. They can, of course, be fewer in number
and still keep the benefits of their experience as they lose squad member throug
hout the battle.
The following list is a race specific table that helps to clarify experience opt
ion eligibility and rate of survival.
There are two types of hits a model can take that will dramatically influence hi
s chance of survival:
Standard Hit: This is any hit that isn't a hard hit
Hard Hit: This is any hit from an attack that is double the model's toughness.
In other words, any hit that would kill that model outright regardless of wound
s. You can only survive a hard hit on a roll of 6 unless otherwise stated.
Multiple Wounds: You may roll for each wound on a model to see if they survived
and you only need to save on one wound in order for the model to be considered l
iving. This, however, only applies to standard hits. You may only roll one dic
e, regardless of wounds, for a hard hit.
Points: Note: When your units gain experience, they do not become more expensive
. This is to imply that winning a battle is good in more than one way. Also, b
oth the attacker and defender get experienced units to make it a less dramatic d
ifference. Everything considered, experience is not an option, but a well earne
d privilege.
Chaos Demons: Demons are forced back to the realm in which they came, th
ey can not survive a battle with any roll whatsoever. They can gain knowled
ge of the material realm and, therefore,
gain experience normally.
Chaos Space Marines: Chaos Space Marines gain experience normally. They
will survive a standard hit on a roll of 3+ due to their amazing physic
al durability.
They will also survive a hard hit on a roll of 5+ due to the gods favor
of
them. (note that this does not apply to any puny little cultists or alli
ed demons).
Daemonhunters: Grey Knights and human inquisitorial servants gain experi
ence normally. Grey Knights will survive a standard hit on a roll of 3+
due to their physical durability. They will survive a hard hit on a rol
l of 5+ because the Emperor protects his most divine servants. Standard
human inquisitorial servants will survive a standard hit on a roll of 5+
Dark Eldar: All Dark Eldar gain experience normally. They will survive
a standard hit on a roll of 5+.
Eldar: Eldar gain experience normally. They will survive a standard hit
on a roll of 5+
Imperial guard: Imperial guard gain experience normally. They will survi
ve a standard hit on a roll of 5+
Necrons: Necrons are near soulless death machines, they do not gain expe
rience due to their
absence of a mind. They will survive a standard hit on a roll of 2+ if t
hey won the battle (and
will survive a hard hit on a roll of 2+ if there was a resurrection
orb on the field). If they lost
the battle, no roll can be taken to see if they survived. They need
each other in order to repair.
Necron Lords can gain experience if they win a campaign to eventually be
come a special character, but they can not gain experience during the campaign.
Orks: Orks gain experience normally. They will survive a standard hit on
a 4+ due to their massive might.
Space Marines: Space Marines gain experience normally. Due to their phys
ical durability, they will survive a standard hit on a roll of 3+
Tau Empire: Tau gain experience normally. They will survive a standard h
it on a roll of 5+
Tyranids: Tyranids are recycled after every conflict and can, therefore
, not gain experience .
Their ability to survive differs greatly from creature to creature:
5+ for the standard gaunt sized
creatures, 3+ for the larger creatures, and 4+ for warrior and licto
r size creatures. The model that you dedicate as your leader, which must be
an HQ choice and an individual (not an entire squad), may gain experience for
winning a campaign as normal, but will not gain experience during a campaig
n.
Witch Hunters: All Sisters and inquisitorial servants gain experience no
rmally. Sisters of Battle and inquisitorial servants will survive a standar
d hit on a roll of 5+. The sisters will survive a hard hit on a roll of
5+ because the Emperor protects his most holy of servants.
Certain traits and equipment may alter the chance of living, and as I discover t
hem I will list them.
Feel no pain: Units with this trait have ignored their bodies heedings and will
therefore treat every standard hit as a hard hit.
Ballistic:
0
Insane Devotion: Double your shots with all weapons but subtract your BS by 2 wi
th a minimum of 1
1
Acute Senses
2
Tank hunters
3
+1 Special Weapon (Must originally have the option for special weapons and the a
dditional one must be chosen from those options)
4
+1 Ld to squad leader
5
Relentless
6
+1 Heavy Weapon (Must originally have the option for heavy weapons and the addit
ional one must be chosen from those options)
7
Fearless
8
+1 BS
9
Unique to race (look in the race's section for unique experience options)
Melee:
0
Insane Zealotry: Gain the Furious Charge and Rage characteristics
1
Counter-Attack or Furious Charge (Roll a D2 for it)
2
Preferred Enemy (of the enemy in the battle of course)
3
+1 Initiative or Hit and Run (Roll a D2 for it)
4
+1 Ld to squad leader
5
Fearless
6
+1 WS
7
Feel No Pain
8
+1 Attack
9
Unique to race (look in the race's section for unique experience options)
Fieldcraft:
0
Move through cover or skilled rider
1
Scout
2
Acute Senses
3
Infiltrate
4
+1 Artillery Beacon (all guess range weapons can be centered on the beacon and w
ill only scatter D6'' before subtracting BS. In order to place one, simply stat
e that the squad with this ability is going to place its artillery beacon. You
can place it any where along the path of their movement. You only have one of t
hese beacons per battle, but can gain more just as a normal +1 experience option
.)
5
Fleet
6
Targeters (you can measure distances)
7
Stealth
8
Fearless
9
Unique to race (look in the race's section for unique experience options)
Vehicle
0
Insane Devotion (all weapons shoot twice as much but subtract 2 from your BS for
a minimum of 1 and all blast weapons scatter 4d6, only hitting directly on a r
oll of 6)
1
Stunned results count as shaken
2
Re-Roll dangerous terrain tests
3
Intimidating presence: -1 Ld to all enemies within 12''
4
Divine presence: +1Ld to all friendly units within 12''
5
Ignore Shaken Results
6
+1 BS
7
Multi-targeters: Target individual squads for each weapon
8
+1 AV to all facings (max of 14) (note: Eldar and Dark Eldar vehicles can not ge
t this because wraithbone can only be so thick.)
9
Unique to race (look in the race's section for unique experience options)

The individual sections for the individual races:


Imperial Guard
Defense:
Random world:
1-20
Hiveworld
Extremely densely populated planet
21-28
Agri-world
A Planet made for the continued creation of food supplies
29-36
Backwater Planet
A Planet with a small population and nothing else....except a hidden secret.
37-66
Standard Imperial Planet
Standard Imperial Planets have a well spread out population over the entire plan
et and are known for a decent share in resources both in Agriculture and Mining.
67-70
Dead Planet
A planet with a very small population but some resources that are very very impo
rtant and/or valuable
71-74
Shrine World
The defending or attacking race has something very religiously important on the
planet.
75-78
Paradise World
A world of peace and harmony...until now.
79-83
Death World
A world with the hardiest of people and many resources, but the creatures are mo
re dominant than the humans of this planet.
84-00
Forge World
A world dedicated to the continued creation of military munitions and equipment.
Hiveworld
Weakness of the Hives: In a multiple world campaign, you must involve a planet
with Agri-land for every hiveworld. If there is no supply line from a Hive to a
n Agri-Land territory on an Agri-World (or possibly another type of world such a
s a standard imperial planet assuming they have some Agri-land) then roll percen
tiles after 5 rounds of this lack of supply line. The number you roll is the pe
rcentage of the population that has starved this round, roll for every round unt
il the supply line is re-created. If the population reaches less than 10 million
, the Hive will not confer anymore benefits for the rest of the campaign (it is
not technically destroyed, but might as well be). Another note: You can have up
to 5 Hive worlds feeding off of One Agri-World.
Types of terrain:
At least one of the terrain sections must be dedicated as a population center.
Population Center (Hive): consisting of 3-15 billion people, hives are very dens
ely populated buildings.
If you control the population center it is assumed that you replaced all of the
alien population with your population or something similar to this. This results
in giving the benefit of morale to any race that is controlling the population
center. This morale bonus gives +1 Ld (max of ten) to any controlling army withi
n the population centers or the bordering sections.
Hives can not be repaired within a campaign
It is also assumed that all population centers also have a manufactory withing
their walls.
It is also assumed that all population centers have a spaceport within their wal
ls.
It is also assumed that all Hives have a Supply Depot within their walls
Roll on the population table below to see how populated the Hive is.
Roll D6: 1= 3 Billion 2= 5 billion 3= 8 billion 4= 10 billion 5= 13 billion
6= 15 billion
Hives will give you 4 additional defense points
Void Shields. You can not use a preliminary bombardment or long range artiller
y strikes against this territory due to the impressively massive void shield pro
tecting the hive.
Mining Facility: Many Hiveworlds have mining operations to make up for the lack
of agricultural facilities relative to their demand for such goods. Mining faci
lities are essential to maintaining a constant flow of resources to the war caus
e.
Manufactory: A manufactory is vital to manufacture ammo and other supplies neede
d for the war cause. A campaign will not last long without the resources it gra
nts. Fully functioning Manufactories' benefits are covered earlier in the genera
l rules section.
In order for a manufactory to be fully functioning, it must have a supply line t
o a mining facility.
Supply Depot: Supply depots are absolutely essential in maintaining the engine o
f war. A supply depot lasts for 10 campaign turns. You can extend this by bein
g able to link the supply depot to a fully functioning manufactory. The number
of turns is infinite if you can link to the fully functioning manufactory. If y
ou had a supply line to the manufactory, but then lost it, you will then immedia
tely gain the 10 turn limit again.
Space Port: A Space port allows you to move, in one turn, to another space port
(even if it is on another planet within the same system). This also applies to
supply lines, so if you can establish a supply line with the help of space ports
, it still counts as a supply line. You can not use a space port move to attack
an enemy space port.
Wasteland: Wastelands are, simply put, nothing. They have very little life on th
em and very little value, they simply are the area from one area to another. Ce
rtain Hiveworlds have very hostile Wastelands either in terms of atmospheric con
ditions or in terms of giant beasties. Roll on the table below to see how lethal
they are and what effects it has on your forces.
Ruins: Ruins are the remnants of an old Hive Spire. The rubble heap of such a bu
ilding would cover many square miles. Ruins have all the same properties as the
wastes of a hiveworld, but all battles within that territory will be assumed to
take place in the ruins granting constant cover
of 5+ in the clearest of areas, but the entire battlefield will be difficult ter
rain. It also takes double the campaign turns to move through such a place.
Impassable Lands: Theses lands are not capable of being traveled through due to
the steep mountain range or extremely high radiation or toxic/pollutant concentr
ations.

Roll
Name
Description
0
Death Wastes
Radiation and air born toxins are so severe that few have the ability to survive
long without constant supplies. If your supply line is cut you must save (as i
f to see if they survived the battle) for every single unit in your army.
1
Rough Wastes
Your warriors are far from being comfortable with the constant sting of pollutio
n and airborne toxins. All units must subtract 1 from WS BS I A and Ld with a m
inimum of 1
2
Not the dominant species
These wastes, for reason you dare not know, have allowed for the growth of massi
ve creatures intent on the death of all living things. Roll a D6 when you enter
a section of the wastes, on a 1 or 2 you must fight the equivalent of a Hieroph
ant bio-titan. Make a custom creature similar in ability if you are feeling crea
tive. Add one bio-titan for every 3000 pts you have in your army.
3
Polluted Atmosphere
The atmosphere is so polluted you can't see much further than the soldier next t
o you. Play all battles here as night fights, but with a 2d6xd6 range (the last
d6 will be a permanent number after being rolled for the entirety of the campai
gn), and spot lights will not help you in this thick cloud of pollution.
4
Moderate Wastes
The constant stench of pollution causes some long term effects. If your army ha
s been in the wastelands for the past 5 consecutive turns, then they must test a
s if it were death wastes.
5
Ash Wastes
It takes twice as long to move through these wastes due to the incredibly rough
landscape. (Most armies will require two turns to move through the territory). A
ll units will treat the battlefield as difficult terrain, but skimmers will not
be affected in any way.
6
Minor Wastes
These lands have a bad affect on the occasional warrior sensitive to its effects
. D6 models (of your choosing) must test as if to see if they survived a battle.
7
Stench Wastes
The smell is not pleasant. Subtract 1 from Initiative.
8
Placid Wastes
No negative effects. This world is shockingly livable
9
Pleasant Wastes
No negative effects. This world is actually quite nice for a hive world.
Random terrain table:
One territory must be a Hive.
1-8
Wastelands
9-13
Hive
14-15
Mining facility
16
Manufactory
17
Supply Depot
18
Space Port
19
Impassable Lands
20
Ruins
Agri-World
Types of terrain:
Town: Agri-World's population centers are merely towns compared to other world's
cities. At these towns you will find a population of between 500-500,000 peopl
e. They come equipped with a spaceport and a supply depot.
Roll for the population: Roll a D6 and consult the table below
1= 500 2= 8,000 3=40,000 4= 100,000 5= 250,000 6= 500,000
A town will give you 1 additional defense point.
Agri-lands: Many many thousands of square miles dedicated to the production of f
ood, agri-lands are essential in feeding the ever growing populace of the Imperi
um. You won't see much other than crops and grox here.
Untamed Lands: These lands have not yet been claimed by the farmers of this plan
et. They usually consist of nothing much more than rolling grasslands for wild
grox or grox-like creatures of harmless intents.
Mining Facility: No planet is free from being stripped of it valuable resources.
Some Agri-Worlds are not only good for their food.
Manufactory: Though a somewhat rare site on an Agri-World, some of these worlds
are a bit too far from any large manufacturing world in order to get its essenti
al goods, and must take to its own abilities to meet the requirements.
Supply Depot: Supply depots are absolutely essential in maintaining the engine o
f war. A supply depot lasts for 10 campaign turns. You can extend this by bein
g able to link the supply depot to a fully functioning manufactory. The number
of turns is infinite if you can link to the fully functioning manufactory. If y
ou had a supply line to the manufactory, but then lost it, you will then immedia
tely gain the 10 turn limit again.
Impassable lands: Incredibly steep mountain ranges or canyons have made this ter
ritory incapable of being passed through.
Random Terrain Table:
One territory must be Agri-lands and one must be a Town.
1-10
Agri-lands
11-14
Untamed Lands
15-16
Town
17
Supply Depot
18
Manufactory (maximum of one)
19
Impassable Lands
20
Mining Facility
Backwater Planet
The secrets of a forgotten planet: Backwater planets are usually somewhat limite
d in their resources and general tactical usefulness. Some commanders may find
themselves desperate and looking for any resources wherever they can be found, a
nd this act may lead them to this planet. Much more commonly, the planet has a
hidden secret the attacker wants to uncover and the defender wants to hide. In
the case of a backwater planet, the attackers objective is not simply conquest.
If the attacker takes all of the “secret-lands” and transports the secrets foun
d there to a space port to be given to fleet command, then he will automatically
win the campaign for this planet (It can be assumed that the defender abandons
the planet to allow his precious resources to be used on a more substantial fron
t...as brutal as that may be for the population, but war is far from merciful).
Uncovering the secrets: The secret lands should not be known to the players (us
e a moderator or some other creative idea) Upon taking an area, they must spend
a full campaign turn searching the territory. The players will, however, know ho
w many secret areas there are. As soon as the campaign of a backwater planet be
gins, each player needs to roll a D6 for each secret area. The players who roll
a 5 will know where that secret area actually is. Make sure to review the speci
al attacking rules of your race to see if you get any bonuses or set backs to th
e roll. A secret area that is obvious (when you roll to see what is covering th
e secret area and roll another secret area, the secret area is considered obviou
s to all players) is...well, obvious to both players and its location is, theref
ore, obvious. This idea of obvious is better explained in the Secret Lands desc
ription below.
Types of terrain:
Backwater City: Backwater planets do not have nearly the population that other p
lanets might have. Their cities range in size from roughly 20,000 - 1 million.
Roll on the population table below to see how large each City is
1= 20,000 2= 50,000 3= 100,000 4= 200,000 5= 500,000 6= 1 million
Cities can not be repaired within a campaign if they are over 500,000 in populat
ion.
Cities include a supply depot and a spaceport
If the city is 500,000 and over in population, then it also has a manufactory.
Cities below 500,000 give 1 defense point. Cities 500,000 and above in populatio
n give 2 defense points.
Mining Facility: Backwater planets are not too well known for having much in ter
ms of resources, but they may have one mining facility to scavenge any remnants
of wealth from the planet.
Secret Lands: Backwater planets are rarely attacked in conquest. Many secrets m
ay live beneath its surface. After rolling a secret lands territory, roll again
to see what is above the secret lands, masking there secrets (if it is another s
ecret lands, then this means the population knows something is strange about tho
se lands and refuse to build anything on it). Secret Lands can not be destroyed
in any way.
It can be more fun if the moderator gives some type of subtle hint as to where t
he secret lands are. Maybe by taking a city you discover on which continent the
secret lands are on or something a bit more creative. Have fun with it, that's
the point of this book after all.
Space Port: A Space port allows you to move, in one turn, to another space port
(even if it is on another planet within the same system). This also applies to
supply lines, so if you can establish a supply line with the help of space ports
, it still counts as a supply line. You can not use a space port move to attack
an enemy space port.
Supply Depot: Supply depots are absolutely essential in maintaining the engine o
f war. A supply depot lasts for 10 campaign turns. You can extend this by bein
g able to link the supply depot to a fully functioning manufactory. The number
of turns is infinite if you can link to the fully functioning manufactory. If y
ou had a supply line to the manufactory, but then lost it, you will then immedia
tely gain the 10 turn limit again.
Ruins: Due to the fact that such planets are often forgotten about for many cent
uries, some cities will go without repair until they eventually become nothing m
ore than a landmark as natural as the desolate rock it was built on. When fight
ing battles in ruins, everyone will have a 5+ cover save (and that is in the cle
arest areas of the ruins) It also takes double the turns to move through such a
place.
Forgotten Wastelands: Backwater planets often have little in terms of wildlife.
The most lively of forgotten wastelands may have some long grass growing out of
the desolate rock. Not much of anything can be found within these grim wastela
nds.
Impassable lands: Incredibly steep mountain ranges or canyons have made this ter
ritory incapable of being passed through.

Random Terrain Table


Must have One secret area and One Backwater City
1-5
Backwater City
6-10
Ruins
11-12
Secret Lands
13
Mining Facility (maximum of one)
14
Supply Depot
15
Space Port
16-19
Forgotten Wastelands
20
Impassable Lands

Standard Imperial Planet


Types of terrain:
Imperial City: Imperial cities vary greatly in size, but they are all home to th
e immortal Emperor's people. Imperial Cities vary greatly in population, Roll o
n the table below for each city. Next to the population is the additional numb
er of defense points you will be given to defend the population center.
0
500
1
1
5,000
1
2
20,000
1
3
100,000
2
4
500,000
2
5
2 million
3
6
5 million
3
7
10 million
3
8
40 million
3
9
150 million
3
Cities differ greatly depending on their population. All cities have supply depo
ts. Cities at 20,000 and above have space ports. Cities of 2 million and above
have Manufactories.
Cities larger than 20,000 people can not be repaired within a campaign
The controlling player of a city above 19 million people will gain a +1 to their
Ld within the territory of the city and all bordering territories.
Cities at and above 10 million people will also have a Grand Shrine of the Emper
or.
Vacant Land: Some Imperial worlds have much land that still belongs to nature, b
ut many others are not so similar. Vacant lands are the areas that have not yet
been colonized by humans and are usually few in number on a standard imperial p
lanet. These can take the form of polluted wastelands (not polluted enough to c
ause any campaign problems) or beautiful grasslands, it is up to you and your im
agination.
Mining Facility: Imperial planets have a bit of everything, including Mines to e
xtract precious resources.
Ruins: Not an incredibly common site in the inner planets, but the bordering pla
nets of the Imperium usually see war and destruction at some point in their live
s. All units will be granted a 5+ cover save in this territory, and it takes dou
ble the turns to move through the territory.
Impassable lands: Incredibly steep mountain ranges or canyons have made this ter
ritory incapable of being passed through.
Supply Depot: Supply depots are absolutely essential in maintaining the engine o
f war. A supply depot lasts for 10 campaign turns. You can extend this by bein
g able to link the supply depot to a fully functioning manufactory. The number
of turns is infinite if you can link to the fully functioning manufactory. If y
ou had a supply line to the manufactory, but then lost it, you will then immedia
tely gain the 10 turn limit again.
Space Port: A Space port allows you to move, in one turn, to another space port
(even if it is on another planet within the same system). This also applies to
supply lines, so if you can establish a supply line with the help of space ports
, it still counts as a supply line. You can not use a space port move to attack
an enemy space port.
Agri-Lands: Some imperial worlds are quite self-sufficient and create their own
food. Occasionally they will even create enough to ship to nearby Hiveworlds or
colonial planets.
Manufactory: A manufactory is vital to manufacture ammo and other supplies neede
d for the war cause. A campaign will not last long without the resources it gra
nts. Fulling functioning Manufactories also allow you to re-equip you army if yo
u are not cut off from them.
In order for a manufactory to be fully functioning, it must have a supply line t
o a mining facility.
Advanced Military Facility: Imperial worlds also tend to be the headquarters of
many Imperial guard regiments. The result is the creation of advanced military
facilities that allow for the production of some of the most massive and lethal
weapons in the galaxy.
The defender of an advanced military facility gets 4 defense points.
These facilities are one of the only ways to gain any apocalyptic units back aft
er they had been destroyed earlier. For Apocalyptic units, it isn't as easy as
just having a good supply line or a standard Manufactory. Apocalyptic units take
much time to repair or rebuild. All AMFs start out with 30 rebuild points. 1
rebuild point will repair 1 structure points worth of apocalyptic units. (You m
ust repair all structure points to field the unit again). The only way an AMF c
an gain any rebuild points back is if it has a supply line to a Grand Forge in w
hich case in will gain its max of 30 back just as if it were a supply depot conn
ected to a FFM.
Random Terrain Table:
Must have one Imperial City
1-10
Imperial City
17
Agri-Land
11
Vacant Lands
18-19
Manufactory
12
Mining Facility
20
Advanced Military Facility
13
Ruins

14
Impassable Lands

15
Supply Depot

16
Space Port
Dead Planet

Types of terrain:
Mining Colony: Mining colonies are dedicated to extracting all valuable resource
s out of the planet. They not only include proper housing and food for the mine
rs, but also for their families which creates a much larger population than the
typical mining facility.
Mining colonies include a mining facility, spaceport, and supply depot.
Mining colonies add 1 to your defense points in the territory
Roll on the table below to figure out the population of the colony
1= 200 2= 1,000 3= 3,000 4= 8,000 5= 12,000 6= 25,000
Impassable Lands: A massive crater, canyon, mountain or insanely toxic body of w
ater does not allow you to pass through the territory.
Dead Lands: Dead planets have been strip mined to death (if they had any life in
the first place) and the areas that are not part of the civilization of the pla
net are not too friendly to life. Roll on the table below to see how dangerous t
he Dead lands of the particular planet is.
1
Vacuum
This planet has either very little or no atmosphere. If you get cut off from yo
ur supply lines at any time you must roll percentiles at the start of every camp
aign turn. The number you roll is the percentage of your army that has suffocat
ed and/or exploded and died. (you do, however, get to choose which units die)
2
Polluted
If you are cut off from the supply lines, then every model in your army suffers
a Strength 4 hit that goes through all armour.
3
Ash wastes
These wastes are very difficult to get through. It takes twice as long to move
through these types of territories and all infantry will move as if it is diffic
ult terrain during battles. Vehicles that touch the ground may also be immobili
zed by the terrain every turn they move (at a battlefield level).
4
Livable
This planets surface is surprising livable. No negative effects.
Supply Depot: Supply depots are absolutely essential in maintaining the engine o
f war. A supply depot lasts for 10 campaign turns. You can extend this by bein
g able to link the supply depot to a fully functioning manufactory. The number
of turns is infinite if you can link to the fully functioning manufactory. If y
ou had a supply line to the manufactory, but then lost it, you will then immedia
tely gain the 10 turn limit again.
Mining Facilities: Some mining operations do not necessarily require the equipme
nt of a mining colony and can simply utilize the nearest mining colony for its s
pecific needs and housing.
Ruins: Occasionally, the planet actually was livable before these massive mining
operations took place, but now they are little more than broken down remnants o
f a civilized world. All units will be granted a 5+ cover save in this territory
, gut it also takes twice as long to move through it.
Random Terrain Table:
1-6
Mining Colony
7-12
Dead Lands
13-17
Mining Facility
18
Supply Depot
19
Ruins
20
Impassable Lands

Shrine World
Artifacts of the Shrine World: The shrine world has a specific artifact of incr
edible importance to the enemy, it would be best they did not gain this prize.
After randomly rolling the campaign map for this world the defender chooses a Sh
rine City to place the artifact in, but the attacker must not know this location
. This location is considered a secret land in terms of campaign rules. If the
attacker gets the artifact and then makes it to a spaceport, he will win the ca
mpaign of that planet and the defender will instantly lose his mobile defense ar
my (but he will still have the other areas just to piss off the attacker)
If you serve the Emperor, you will gain power from blessing your weapons at the
cathedrals of the saints. For each Shrine City roll on the table below to see w
hat blessings your HQ leaders have been granted. You can not gain one twice and
you can not gain it again within the campaign. The blessings last for the campa
ign, but not after the campaign. Keep in mind that each attacking and defending
force has a different commander. Only Imperial commanders can gain these abilit
ies.
0
You gain nothing, but you feel very pure
1
Gain +1 WS. Your weapon is blessed with the elegant hand of a saint
2
Gain Fleet. Your legs are blessed with the elegant stride of an angel
3
Gain +1 Initiative. The saints watch over you
4
Gain +1 BS. An angle guides your hand
5
Gain the Stubborn trait: The saints fill your heart with ambition
6
Gain +1 Attack. The fury of the saint will fell your enemies
7
Gain +1 Wound. Even the mightiest of foes can not slay a servant of the Emperor
8
Gain +1 Strength. The saints offer you their strength
9
Become Fearless. The saints have insured you that your death will not be in vai
n

Type of terrain:
Shrine City: A shrine city is an incredibly impressive city dedicated to the war
ship of the god Emperor. These areas are usually targets of many pilgrims on th
eir pilgrimage to pay holy homage to the most noble god Emperor, but it is also
a valid target to any chaos incursion...perhaps only for the irony of etching ch
aos symbols into the statues of saints.
A Shrine city can not be rebuilt during a campaign
A Shrine city includes: Supply depot, spaceport, and a Grand Shrine of the Emper
or
A Shrine city gives out 2 defense points
Roll for population on the table below
1= 100,000 2= 250,000 3= 500,000 4= 2 million 5= 6 million 6= 10 million
Impassable lands: Incredibly steep mountain ranges or canyons have made this ter
ritory incapable of being passed through.
Ruins: Not an incredibly common site in the inner planets, but the bordering pla
nets of the Imperium usually see war and destruction at some point in their live
s. All units will be granted a 5+ cover save in this territory
Supply Depot: Supply depots are absolutely essential in maintaining the engine o
f war. A supply depot lasts for 10 campaign turns. You can extend this by bein
g able to link the supply depot to a fully functioning manufactory. The number
of turns is infinite if you can link to the fully functioning manufactory. If y
ou had a supply line to the manufactory, but then lost it, you will then immedia
tely gain the 10 turn limit again.
Vacant Lands: Most of a shrine world has been civilized in order to praise the E
mperor, but some areas remain in nature's control. Few, if any, shrine worlds a
re anything less than beautiful because Imperials believe the elegant might of t
he Emperor should be fully worshiped on the most beautiful of planets. It is ve
ry likely that the vacant lands look similar to a paradise world's with its beau
tiful wildlife and greenery...unless of course chaos has attempted to take the p
lanet once or twice before.
Manufactory: A manufactory is vital to the manufacture of ammo and other supplie
s needed for the war cause. A campaign will not last long without the resources
it grants. Fulling functioning Manufactories also allow you to re-equip you arm
y if you are not cut off from them.
In order for a manufactory to be fully functioning, it must have a supply line t
o a mining facility.
A manufactory is a rare site on a shrine world, you can therefore only have one
on this type of planet.
Random Terrain Table:
1-10
Shrine City
14
Manufactory (max of one)
11
Impassable land
15-20
Vacant Land
12
Ruins

13
Supply Depot

Paradise World
Virgin worlds: Paradise worlds are named so for their beauty, a beauty that doe
s not last a full war. If a world is named a paradise world, then no war has me
t its surface for at least a full Millenium.
Decadence: Some territories in paradise worlds have the decadent trait. This me
ans that the people here are more interested in their own pleasures, privileges,
and safety to give a shit about anybody else, especially the Imperium. This ca
n cause some severe problems when being attacked by races or armies that utilize
the telling of lies to attract followers such as Chaos. The specific effects w
ill be listed under the attacking characteristics of that race.
Types of terrain:
Placid City: Placid cities are, as their name implies, very peaceful...until a w
ar comes.
Roll on the population table below for each city
1= 1,000 2= 5,000 3= 20,000 4= 100,000 5= 500,000 6= 1 million
All placid cities have a supply depot and a spaceport
All placid cities yield 1 defense point
Placid Cities 20,000+ in population can not be rebuilt during the course of the
campaign
Noble's Estate: Noble estates are the giant decadent estates of the noble famili
es. They are quite impressive both in size of their buildings and the size of t
heir personal military.
Noble Estates have the Decadent trait.
Noble Estates include supply depots
Noble Estates yield 2 defense points
If you gain this territory through the decadence trait, you will also get a rene
gade imperial army of 250 soldiers. (tanks, Valkyries and all, but no apocalypt
ic units)
Impassable lands: Incredibly steep mountain ranges or canyons have made this ter
ritory incapable of being passed through.
Supply Depot: Supply depots are absolutely essential in maintaining the engine o
f war. A supply depot lasts for 10 campaign turns. You can extend this by bein
g able to link the supply depot to a fully functioning manufactory. The number
of turns is infinite if you can link to the fully functioning manufactory. If y
ou had a supply line to the manufactory, but then lost it, you will then immedia
tely gain the 10 turn limit again.
Lands of Peace: Inappropriately named as of now, these lands used to be very bea
utiful and peaceful before the war came to this planet. Likely sites are amazin
gly elegant and glorious creatures prancing about in the shockingly green grass
that always seems to be properly trimmed. Genetic engineering of entire planet's
species to make them look just a bit more pleasant is not unheard of by the Nob
les on the planet.

Random terrain table


One territory must be a Noble's Estate.
1-5
Placid City
6-10
Noble's Estate
11-12
Impassable Lands
13
Supply Depot
14-20
Lands of Peace

Death World
It'll toughen you up: Any commander that has won a campaign that involved a dea
th world and fought on that death world during the campaign gets to roll an addi
tional d10 on the permanent experience table to allow an even better selection t
o choose from. You never forget the experience you gain on a death world.
A superstitious people: Any area with a Fuedal village on a death world is not
accustomed to mystic psykers and frightening technology. On a roll of 6, the pe
ople will worship the attacker as a god and the defender will, therefore, automa
tically lose the territory.
Difficult terrain: Death Jungles are very difficult things to move an entire arm
y through. It takes twice as long to move through death jungles.
Types of terrain:

Death Jungles: These are what a death world is known for, jungles of hell.
When moving through a death world roll on the table below.
The casualties are inflicted a
t the campaign level unless otherwise stated
0
Great Beasts
The beast you look upon makes you wonder how the ground is capable of holding it
s might. Roll a D6, on a 3+ fight the equivalent to a Hierophant or, better yet
, make up something similar to it in ability. Be creative. Fight another one fo
r every 3,000 points you have.

Death traps
You see soldiers disappear into the jungle randomly and then hear some awful noi
ses. Roll for your entire army as if to see if they survived as casualties. An
y supply lines going through Death Trap territories will be wiped out meaning th
ere is no supply lines coming through here.

Marsh Lands
This planet is quite a bit more humid that most Death worlds resulting in an awf
ul smelling marsh. -1 Initiative for the smell, and everyone suffers a S 5 hit
caused by toxic fumes ignoring Armour saves, of course. If you have a proper su
pply line to your army in this territory, then you will only suffer a S2 hit thr
ough armor.
3
Nightmare world
The lands howl with terrors you dare not think of. Roll a leadership test (as if
you were on the battlefield) for each squad. If they fail, then the squad will
run into the jungle out of delirious fear and be eaten by nightmarish creatures
of death.
4
Feudal Orks
Roll a D6, on a 1 or 2 you are attacked by D100 Feudal Orks (Orks without armour
or guns) If you roll 100, they also have 2 Squigoths (without guns)
5
Feudal Tribesmen
Roll a D6, on a 1 or 2 you are attacked by D100 Feudal warriors (Guardsmen witho
ut Lasguns, grenades, and armour) They count as one giant squad and are also ve
ry superstitious and will flee if you can dissuade them based off of the standar
d superstitious rule.
6
Plants from Hell
The many Jungle plants in the area hide the few jungle plants intent on eating y
ou. Suffer 10D6 attacks, on any models of your choosing, at strength 6 armour sa
ves allowed. For each attack, roll a D6, if you roll below your Initiative the
attack is ignored.
7
Frightening Shadows
The shadows of this jungle are far from settling. -2 Ld to all squads. Squads
affectively at a Ld of 10 are not affected (ork squads numbering over 10, Space
Marine squads with a Force commander on the field, etc.).
8
Strange World
For reason you don't want to understand, the entire planet seems to be different
every few hundred miles. Roll each Death Jungles territory separately resultin
g in a very random planet.
9
Docile Jungle
A beautiful jungle with only the occasionally hellish fiend. D6 strength 5 atta
cks affect models of your choosing.
Mining Facility: Occasionally you will get an area of the death jungle that does
n't kill as many people as other areas. These locations are perfect for mining
operations. Death worlds usually have very rich natural resources, but many are
n't dealt with due to their lack of hospitality.
Feral Village: Feudal villages are a differing population of people that do not
know of the secrets of technology. Some may be capable of being controlled thro
ugh this lack of knowledge.
Feudal Villages have the superstitious trait
Roll on the table below for the population of each individual Feudal village.
1= 100 2= 500 3= 1,000 4= 5,000 5= 10,000 6= 20,000
Each Feudal village is supplied with a supply depot, though they may not know it
.
Villages yield 1 defense point
Villages between 100 and 1,000 yield 10 warriors, village of 5,000 and 10,000 yi
eld 20 and villages of 20,000 yield 30.
Warriors are gained the first time you take the village and when you defend the
village territory. They will stay in the territory if they were defending it an
d will be re-equipped after every battle, but if you gained them through conques
t, they will join your main force but can not be resupplied in any way. Warrior
s are Guardsmen without guns or armour, but a WS of 4 and 2 attacks. They will
survive a battle on a roll of 5+.
Warriors have the Rage characteristic.
If over half of the Feudal Warrior survive the campaign, then you can give them
guns and armour and throw them in your regiment permanently as a Troop choice. T
hey can be in squads of 10-30 and cost 8pts each. You can put up to 2 flamers i
n their squad at the standard cost. They also lose the Rage characteristic, but
keep their WS of 4 and 2 attacks. Keep in mind that not all armies would actual
ly utilize these troops. Once you have them inducted in your army, it is assume
d that they teach their close combat skills to the new soldiers that replace the
ir dead. This means that if more than half of the squad truly dies, then they l
ose their WS and A bonuses.
Imperial Bastion: Imperial bastions are usually unknown to the feral populace.
They are the only Imperial authority on the planet and are very well defended du
e to the hostile locals.
Imperial Bastions are equipped with a supply depot and spaceport
Imperial Bastions yield 3 defense points
Impassable Land: Most likely due to the fact that it is just too damn hostile he
re, this territory can not be traveled through in any way.
Random Terrain Table:
Must have one Death Jungle and one Imperial Bastion
1-12
Death Jungles
13-14
Impassable Lands
15-18
Feudal Village
19
Mining Facility
20
Imperial Bastion

Forge World
Types of terrain:
Grand Forge: A grand forge is arguably the most advanced type of building within
the entire human race. It has the stockpiles and manufactories to supply a ful
l scale army for years. Its production capability is absolutely god like.
Roll for the population of the Grand Forge
1= 10,000 2= 20,000 3= 50,000 4= 200,000 5= 300,000 6= 500,000
A Grand Forge takes centuries to build, it can not be re-built within a campaign
.
A Grand Forge is equipped with the capabilities to re-equip any number of Apocal
yptic units per turn.
A Grand Forge is equipped with a manufactory, a supply depot, a mining facility,
and a spaceport.
A Grand Forge yields 3 defense points
Supply Depot: Supply depots are absolutely essential in maintaining the engine o
f war. A supply depot lasts for 10 campaign turns. You can extend this by bein
g able to link the supply depot to a fully functioning manufactory. The number
of turns is infinite if you can link to the fully functioning manufactory. If y
ou had a supply line to the manufactory, but then lost it, you will then immedia
tely gain the 10 turn limit again.
Impassable lands: Incredibly steep mountain ranges or canyons have made this ter
ritory incapable of being passed through.
Manufactory: A manufactory is vital to manufacture ammo and other supplies neede
d for the war cause. A campaign will not last long without the resources it gra
nts. Fulling functioning Manufactories also allow you to re-equip you army if yo
u are not cut off from them.
In order for a manufactory to be fully functioning, it must have a supply line t
o a mining facility.
Mining Facility: Most Forge Worlds are chosen by their plentiful resources. Mi
ning Facilities are therefore not uncommon on a Forge World
Forge Wastes: Forge worlds often destroy any natural life that was once on the p
lanet resulting in a rocky lifeless wasteland of wind and dust.
Random terrain table
Must have One Grand Forge
1-2
Grand Forge
5-7
Manufactory
3
Supply Depot
8-10
Mining Facility
4
Impassable Lands
11-20
Forge Wastes
Special Defense Rules and Standard Rules of the Imperial Guard :
Defense Structures:
The imperial guard may utilize 24'' of Razor Wire for 1 defense point. This cou
nts as dangerous terrain to any infantry units passing through it, but can be de
stroyed by simply being hit with any weapon with any sort of template (such as b
last and flame).
This race may also utilize 24'' of tank traps for 1 defense point. This give in
fantry a 5+ cover save when being shot at through the tank traps. It does not h
inder infantry in any way, but it is impassable to vehicles other than skimmers
and flyers. You can destroy them via any type of blast weapon, destroying as mu
ch as the blast hits. You can also destroy 6'' of them by assaulting them with
infantry that have krak grenades or melta grenades. (or any other type of grenad
e designed to focus a blast into an armoured target.
The Imperial Guard may utilize 12'' of defense line for 1 defense point. This ca
n be a trench, ferrocrete wall, Flakboard, etc. This gives all units using the
wall as cover a 4+ cover save. If it is above the ground, it counts as having a
n armour of 14. Any penetrating hit will blow apart 6'' of the defense wall. Gla
ncing hits mean nothing to the walls.
The Imperial Guard may also utilize a Bastion or bunker for 1 defense point. Th
is effectively gives 20 infantry models a 3+ cover save. For an additional poin
t you may add a level or increase the size of the bunker by an additional 20. T
he bunker has an armour value of 14. If it is specifically targeted, it can be
destroyed with a penetrating hit. If destroyed, its ruins will give a 4+ cover
save to all within it, but will also be difficult terrain. If destroyed, any mo
dels inside must test against a S3 hit. Armour saves are allowed.
The Imperial guard may also utilize a gun emplacement for 1 defense point. A gu
n emplacement has a BS of 2. It may be of the following twin-linked weapons: L
ascannon, Autocannon, , Heavy Flamer, Heavy bolter, Multi-laser, Multi-Melta, or
Missile Launcher. It can also be of the following standard weapons: Plasma Can
non, or grenade Launcher. The emplacement has an armour of 10 and a glancing or
penetrating hit will destroy it. Gun emplacements also gain no benefit from co
ver.
Imperial Guard may also choose the following strategems (in addition to standard
ones) found in the Warhammer 40k Planetstrike Supplement. A few changes to the
strategem will be listed for use in a non-planetstrike game:
Machine Spirit: Increase 2 gun emplacements to BS 3
Other rules:
The Imperial Guard are allowed 2 mobile defense armies when defending. This is
because they are experts at garrisoning planets.
The Imperial Guard will also benefit from having 2 defense points whenever and w
herever attacked in addition to the number you would gain from any special build
ing in that territory.
The Imperial guard can move through 1 territory per turn at a standard rate.
His inexhaustible armies: A Standard commander has 1 regiment under his command.
Certain experience upgrades can add to that number. 1 regiment is 5,000 soldi
ers strong. It can differ, but usually toward the smaller end. Certain Regimen
ts are only roughly 2,000 such as the Tanith first and Only, for instance.
Imperial guard are allowed to maintain a permanent squad of Feudal warriors if t
hey have acquired them.
If a psyker is chosen as a regimental adviser, you may add one to your secret la
nds roll to discover the location of such lands. This psyker also adds one to r
olls for the superstitious roll.
An efficient military: If your forces are cut off, then you may add 1 to your r
oll to see on which turn you will run out of ammo. You may add 2 for laser weap
onry.
If you have a Lord Commissar in your army, you may halve (rounding down) all neg
ative campaign leadership modifiers and double positive campaign leadership modi
fiers.
Imperial guard have a strategy rating of 1
If the Imperial guard are within a territory with any shrine to Chaos or in a te
rritory bordering the shrine, they will suffer -2 Ld in addition to any other ef
fects of the shrine.
Imperial Guard vehicles, for purposes of being cut-off, repair their vehicles on
a 4+
Imperial Guard technology is compatible with the following race's supplies: Chao
s Space Marines, Inquisitorial Forces, Orks, and Space Marines.
Imperial guard as attackers:
Imperial guard have 4 LZ attacks.
Imperial guard will gain 1 point to Leadership for all models if they are in a t
erritory with a Grand Shrine of the Emperor or in a territory bordering it.
Guard move through 1 territory per turn.
Imperial Guard have 0 attacking points standard
Imperial Guard may, in addition to the standard attacker strategems, choose the
following (changes will be listed for no-planetstrike missions):
Teleport Barrage: no change
Mass Drop: no change
Reasons for attacking:
Imperial guard have nearly infinite reasons for attacking a planet. They could
be attempting to re-conquer it, simply kill some chaos or aliens, or conquer it
for the first time, possibly. They will usually be quite tactical in their conqu
est, looking for good resource planets first and then conquering the outliers af
ter a good foot hold is established. As long as your cause remains true to the
Imperium and the God Emperor your possibilities are endless.
Imperial Guard are seen as the attackers almost as often as defenders. Both are
very likely, but defending is a bit more common.
Imperial guard Specific Experience
Unique to race options:
Ballistic: Advanced Las Ammunition. The squad is equipped with some more finely
crafted battery magazines of a very rare make. They will give all Lasguns in t
he squad AP5 and they will now count as Assault 2. If the squad does not have L
asguns, then they have been equipped with rare and finely crafted anti-armour am
mo allowing them to lower their AP value by 1.
Melee: Expertly crafted bayonets: These bayonets are very finely crafted multi-
folded steel with monofilament blades. They allow you to attack is if you had t
wo one-handed weapons (adding an attack).
Fieldcraft: Targetting Auspex: These handy Auspex allow you to see in the worst
of visual conditions and also have a built in range finder. The unit gains the
Night Vision special rule and can measure distances.
Vehicle: Expert efficiency: The crew know how to maintain their metallic beast
better than most. When you are cut-off you may roll 2 dice and choose the highe
st to see how long you will go until you run out of ammo.
The following is the experience table for Independent Characters of the Imperial
Guard.
1
+1 WS (+10 pts)
2
+1 BS (+15 pts)
3
+1 A (+10 pts)
4
+1 I (+15 pts)
5
+1 additional fortification
6
+1 to secret lands rolls
7
+1 Attacking army and LZ
8
+1 Defending army
9
+1 Turn for the number of turns you may move without a supply line
10
+1 Strategy Rating
11
+1 Regiment
12
Fearless (+30 pts)
13
Into the Jaws of Hell (this allows you to ignore all negative Ld modifiers on a
Campaign level for all your units)
14
+1 Defense point to all defenses
15
+1 to opposed strategy rating rolls versus raid and deceptive strike attempts
16
+1 fancy piece of equipment (be creative, but don't make it too overpowered and
ensure it makes sense in terms of points and story-line)
17
+ 1 to the roll for the number of turns of ammo you have left when cut-off (for
the entire army).
18
Preferred enemy (of an enemy that the campaign was against) (+5 pts)
19
+1 to rolls for reserves (+5 pts)
20
Proper Connections High Up [You may use one of the following once per battle: S1
0 AP 2 small blast (only scatter 1d6 with no minuses from BS), or S5 AP4 Large B
last (only scatter 1d6 with no minuses from BS) (+ 30 pts)
High Commander: If you have the following experience options, then you will get
a benefit:
Requirements: +1 I, +1 Turn move w/o supply lines, +1 Strategy Rating, Fearless,
Into the Jaws of Hell, +1 roll to ammo, +1 roll for reserves, +2 Regiments.
Benefit: You are considered an idol to many commanders under you, and the few a
bove you certainly understand your importance. You will add 3 to the roll to se
e when you will run out of ammo if cut-off. Your mobile armies may move for an
additional 3 turns if you are part of the campaign. All troops on the battlefie
ld will add 1 to their leadership and will be able to regroup even if under half
strength. (+ 100 pts)

Chaos Daemons

1-10
Malleus Minima
The planet has only recently been attacked by Deamons and has not fully develope
d the most lethal of defenses. The street may be red with blood, but the Daemon
s are not as fortified as they would have been a few months from now.
11-50
Malleus Minoris
The planet has seen some major mutations, but the worst is yet to come. The gro
unds splits open to reveal massive canyons and the rivers stink of decay.
51-90
Malleus Majoris
The planet is beyond any hope of survival. The only reason this planet is being
attacked is to destroy the Daemons who hold it. The ground moves as if alive,
the canyons fill with blood and death, mountains of skulls rise beyond the horiz
on

91-100

Malleus Extremus
In extreme cases, a planet will be so corrupted by such extreme power it will ce
ase to exist within the material realm. This planet is bursting with power and
most likely not even spherical. It may be in the shape of a disc or even of a c
haos rune. The surface is made of flesh, the wind is nothing but horrid screams
. Molten brass and blood burst from crevices that are too large to fathom. To a
ssault such a planet is to go into the jaws of hell.

Malleus Minima
Types of terrain:
Warp Rift: A warp rift is essential for a daemon army to continue its defense of
a planet. It is a portal directly linking the material with the immaterial. I
t is the only means for a daemon army to gain resources.
A warp rift counts as a supply depot, a spaceport, and a Fully functioning Manuf
actory. Only daemons may gain these benefits from the structure.
Warp Rifts need constant sacrifices in order to sustain its presence. You must
sacrifice 10,000 people per turn to keep it going. To sacrifice people to the w
arp rift, simply make sure there is a supply line from the rift to a population
of some sort. Also keep in mind that you will be killing 10,000 people per turn
from that population, and that could result in their extinction.
The Warp Rift benefits will last 2 turns without a population to sacrifice.
Warp Rifts can only be destroyed by being cut off from sacrifices for 5 turns (w
ith the exception of certain armies such as Daemonhunters who know exactly how t
o destroy them immediately).
Warp rifts can not be re-built within a campaign.
Ruins: It is quite difficult to make out what this planet was, and all buildings
have been destroyed. Ruins confer a 5+ cover save to all units battling within
them. They also take twice as long to move through.
Slave Pits: This is where the remaining population has been stored in order to
be sacrificed or played with by the many servants of the Dark Gods. Slave Pits
have a variable population. Roll on the table below for each Slave Pit.
1=10,000 2= 20,000 3= 50,000 4= 100,000 5= 200,000 6= 400,000
Malleus Minima Shrine: A Shrine to the dark gods in an attempt to plead for thei
r power, daemons erect these in favor of their patron god.
Khorne: Gain +1A to all units within the territory of the shrine or bordering th
e shrine.
Nurgle: Gain +1 T to all units within the territory of the shrine or bordering t
he shrine.
Tzeentch: Add one to your rolls for your invulnerable saves within the territory
of the shrine or bordering the shrine
Slaanesh: Gain +1 I to all units within the territory of the shrine or bordering
the shrine.
Shrines yield 1 defense point.
Daemon Lands: Daemon Lands within a Malleus Minina daemon world are unsettling,
but not unbearable. -1Ld to all units. Models with a Ld of 10 are unaffected b
y this rule.
Impassable Lands: Due to natural canyons and mountains or, much more likely, gia
nt daemon forged canyons filled with blood and death, you can not pass through t
hese lands in any way.
Random Terrain Table
Must have one Warp Rift
1-6
Daemon Lands
7-12
Ruins
13-14
Malleus Minima Shrine
15-16
Impassable Lands
17-18
Slave Pits
19-20
Warp Rift

Malleus Minoris
Unsettling: So horrible are the sites of a Malleus Minoris daemon world, that a
ny non-chaos unit on the planet with suffer the following effects: -2 Ld (Ld 10
models are not affected by this)
Daemons defending Minoris daemon worlds will be granted 1 defense point.
Types of terrain:
Warp Rift: A warp rift is essential for a daemon army to continue its defense of
a planet. It is a portal directly linking the material with the immaterial. I
t is the only means for a daemon army to gain resources.
A warp rift counts as a supply depot, a spaceport, and a Fully functioning Manuf
actory. Only daemons may gain these benefits from the structure.
Warp Rifts need constant sacrifices in order to sustain its presence. You must
sacrifice 10,000 people per turn to keep it going. To sacrifice people to the w
arp rift, simply make sure there is a supply line from the rift to a population
of some sort. Also keep in mind that you will be killing 10,000 people per turn
from that population, and that could result in their extinction.
The Warp Rift benefits will last 2 turns without a population to sacrifice.
Warp Rifts can only be destroyed by being cut off from sacrifices for 5 turns (w
ith the exception of certain armies such as Daemonhunters who know exactly how t
o destroy them immediately).
Warp rifts can not be re-built within a campaign.
Impassable Lands: Due to natural canyons and mountains or, much more likely, gia
nt daemon forged canyons filled with blood and death, you can not pass through t
hese lands in any way.
Slave Pits: This is where the remaining population has been stored in order to
be sacrificed or played with by the many servants of the Dark Gods. Slave Pits
have a variable population. Roll on the table below for each Slave Pit.
1=10,000 2= 20,000 3= 50,000 4= 100,000 5= 200,000 6= 400,000
Ruins: It is quite difficult to make out what this planet was, and all buildings
have been destroyed. Ruins confer a 5+ cover save to all units battling within
them. They also take twice as long to move through.
Malleus Minoris Shrine: A Shrine to the dark gods in an attempt to plead for the
ir power, daemons erect these in favor of their patron god.
Khrone: All daemons on the planet gain +1 A
Nurgle: All daemons on the planet gain +1 T
Slaanesh: All daemons on the planet gain +1 I
Tzeentch: All daemons on the planet add 1 to their invulnerable save rolls
Daemon Lands: Daemon Lands of a Malleus Minoris world are frightening and very d
angerous. The ground oozes with decay and molten brass. All effects have been t
aken into affect in different areas (such as defense points)
Random terrain table
Must have one Warp Rift
1-6
Daemon Lands
7-12
Ruins
13-14
Malleus Minoris Shrine
15-16
Impassable Lands
17
Slave Pits
18-20
Warp Rift

Malleus Majoris
Terrifying Lands: Malleus Majoris daemon worlds are far from unsettling, they a
re absolutely terrifying!! Suffer the following affects: -5Ld (if a squad reach
es 0, then they are too terrified to fight in the campaign and will not join you
, but will count towards your points) Deamon worlds also cause some severe menta
l issues. Suffer the following effects: -1WS -1BS -1I -1A (to a minimum of one)
Daemon armies defending on a Malleus Majoris planet will be allotted 4 defense p
oints.
Types of terrain:
Warp Rift: A warp rift is essential for a daemon army to continue its defense of
a planet. It is a portal directly linking the material with the immaterial. I
t is the only means for a daemon army to gain resources.
A warp rift counts as a supply depot, a spaceport, and a Fully functioning Manuf
actory. Only daemons may gain these benefits from the structure.
These warp rifts are very powerful and capable of sustaining themselves for quit
e some time. You do not have to worry about population sacrifices during the cam
paign.
Warp Rifts can only be destroyed by being cut off from sacrifices for 5 turns (w
ith the exception of certain armies such as Daemonhunters who know exactly how t
o destroy them immediately).
Warp rifts can not be re-built within a campaign.
Daemon Lands: Daemon Lands of a Malleus Minoris world are frightening and very d
angerous. The ground oozes with decay and molten brass. All effects have been t
aken into affect in different areas (such a defense points).
Impassable Lands: Due to natural canyons and mountains or, much more likely, gia
nt daemon forged canyons filled with blood and death, you can not pass through t
hese lands in any way.
Malleus Majoris Shrine: A Shrine to the dark gods in an attempt to plead for the
ir power, daemons erect these in favor of their patron god.
Malleus Majoris Shrines yield 2 defense points
The Malleus Majoris shrine allows you to roll randomly on the table below each t
urn to see what power you have been granted
Malleus Majoris shrines can not be repaired within a campaign
Each Majoris shrine can only be used 4 times

1
Living Surface
Gain an additional 2 defense points in all defenses this turn due to the ever sh
ifting ground granting power to the daemons of the planet
2
Decaying Atmosphere
All enemy attacking armies must take 2d6 wounds to models of their choosing due
to the toxins within the atmosphere

Vortex of torment
A vortex of chaos does not allow for the enemy to understand their position. Rol
l a D6. If you roll under you roll over your strategy rating, then you must pla
ce your army in a randomly chosen territory. If you do not own this territory,
then you must fight for it. If you lose and have no means of escape (surrounded
by enemy territories), your army is wiped out.
4
Psychic Storm
This storm unleashes a torrent of death to all who must face it. This power all
ows you to automatically win against one enemy LZ attack.

Must have one Warp Rift


1-3
Impassable Lands
4
Majoris Shrine
5-10
Warp Rift
11-20
Daemon Lands

Malleus Extremus
Not of the material reality: Daemon worlds are unimaginable in their power and
fearfulness. All attacking forces suffer the following effects: -8Ld and -3 to a
ll other stats. If any squad's leadership reaches 0, they will refuse to fight,
but you must still pay the points if they are in your army list.
Within the Immaterium: Daemon armies of the daemon worlds are never considered
cut-off from re-equipping and re arming. Daemon reserves are also considered in
exhaustible. For strange reasons only the gods of war understand, the attacking
army also can not be cut-off. The gods wish for a good show, indeed.
Daemon armies gain 6 Defense points on an Extremus world.
Power of the dark gods: The dark gods have a direct connection to this world an
d enjoy playing with their toys. Gain 2 of the Majoris shrine powers per turn f
or an infinite amount of turns.
Demi-god. Nobody attacks a Malleus Extremus daemon world for conquest, that is
simply impossible. Upon this world is a powerful daemon the attacker wishes to
vanquish. This daemon's position is considered a secret land. Randomly roll fo
r which territory the daemon resides within.
Ever changing surface: The entire surface is nothing but Daemon lands with the
occasionally canyon of death ripping itself open randomly to only dissapear a fe
w days later. Roll for each terrain piece randomly at the beginning of each dae
mon turn. Roll a D10 and on a 0-1 that terrain piece is considered Impassable.
The only territory immune to this change is the territory with the daemon lord.
The daemon Lord: This deamon should be something near the ability of Angroth the
unbound. As soon as the daemon is slain, the daemon world is destroyed. If th
e army that destroyed this daemon is cut off from any spaceports, then it will g
o down with the planet. You can choose to save 30 models, however, because this
was the only transport that was small enough to pick you up in the middle of no
where.

Special Defense and Standard Rules for Chaos Daemons


Defense Structures:
For the defense structures, you must roll to see which god is most dominant on t
he planet, and then roll to see who is secondary, etc. Use a D4, then a D3, the
n a D2. The dominant god has the Major defense, the second has the Main defense
, the third has the Minor defense, and the fourth has the minimal defense.
If your entire army is only dedicated to one god, then you may simply select the
different levels of defense structures from only his/her/its list.
Khorne's Defense structures:
Major
Daemon Brass
Massive Molten brass throwers are fixed in gun emplacement positions. These coun
t as twin linked heavy flamers. 1pt. Gives you 1 brass thrower. It has an armou
r of 10 and will be destroyed on a glancing or penetrating hit.
Main
Beacon of Hate
All friendly and hostile units gain the Rage ability. Only friendly units gain
+1 Attack, however. These benefits apply if you are within 6'' of the beacon. 1
pt. Gives you one beacon. The beacon of hate has an armour of 14 and will be de
stroyed on a penetrating hit.
Minor

Brass spikes
Long trenches of spikes itching for blood are among the defenses. These count as
dangerous terrain to all passing through them. 1pt. Will grant you 12'' of Bras
s spikes. This does not apply to vehicles. The trenches can not be filled (unl
ess you actually have some sort of dirt mover and lots of dirt), but the spikes
can be destroyed by any weapon with a template. Count their armour as 12 and th
ey will be destroyed (as much as the template can hit) on a penetrating hit.

Minimal

Angry Wire
Angry wire is thin shreds of meat and or sinew imbued with a minor daemon that i
s quite angry about his situation. Treat this as dangerous terrain to infantry.
Angry wire can be destroyed (as much as the template can hit) by being simply
hit by any template weapon. You can gain 24'' of it for 1 defense point.
Nurgle's Defense Structures:

Major

Plague Vomitters
These weapons spray the area with filth. Count this as a flamethrower in terms
of the template, but it will wound on a 4+ regardless of toughness and has an AP
of 4. 1 defense point grants you 1 emplacement. It has an armour of 10 and wil
l be destroyed on any glancing or penetrating hit.

Main

Beacon of Plague
The beacon emits an awful aura of filth and death. Any enemies must take a S2 h
it through all armour. All chaos daemons gain +1T. You must be within 6'' of t
he beacon in order for either of these to affect you. The beacon has an armour
of 14 and a penetrating hit will destroy it. 1 defense point grants you one beac
on
Minor
Trench of Decay
This is a trench filled with death and decay. Count this as dangerous terrain t
o infantry. 1pt. Grants you 12'' of the trench. It can not be destroyed in any
way during a battle. This does not affect members of the nurgle army. They are
used to such filth.

Minimal

Pustules of Filth
These are blister like bulges in the surface of the ground. They count as dange
rous terrain to infantry that move through them. 1 defense point grants you 24
1'' diameter pustules. You can combine 4 to increase the size of one pustule be
1''. You can then add 8 to increase that pustule by 1'', and then add 16 to in
crease that pustule by 1'' in diamter, etc. They can be destroyed by being hit
with any template weapons. If they are destoryed, all units within 3'' of the pa
rticular pustule will be wounded on a 4+ armour saves allowed. This does not af
fect members of the nurgle army.
Slaanesh's Defenses:
Major
Tentacles of Pleasure
These take the shape of giant purple and grey tentacles intent on the destructio
n of the enemy. Any units moving within 6'' of the tentacles will suffer D6 S5
hits every turn they are within the tentacles. 1pt. Will grant you 1 tentacle c
reature. They have a toughness of 5 and 2 wounds.
Main
Beacon of pleasure
All friendly units within 6'' gain +1 Initiative. All enemies lose 1 initiative
point. 1Pt. Grants you 1 beacon. They have an armour of 14 and will be destro
yed on a penetrating hit.
Minor
Growth of Defense
A mighty crab-like claw has grown from the ground granting all behind it a 4+ co
ver save. These walls have a toughness of 5 and two wounds. For every one you
kill, remove 6'' of defensive wall. 1 defense point grants you 12'' of the grow
th.
Minimal
Tentacles of Decadence
These tentacles are quite tiny, but large in number. All infantry moving throug
h them count them as dangerous terrain. 1pt. Grants you 6'' diameter circle).
They can be killed by being hit with any template weapon. (killing as much as th
e template can hit).

Tzeentche's Defenses
Major
Bolt tower
This tower fires a Doombolt at all who oppose tzeentch. Count this as a Lascann
on with a BS of 3. 1pt. Grants you 1 Bolt tower. They have an armour of 10 and
will be destroyed with a glancing or penetrating hit.
Main
Vortex of change
All units who mingle within the vortex for a full round will suffer D6 S5 hit at
Ap 4. It acts as a teleportation devise to any other Vortex of change within t
he battlefield. Its area of affect is 6'' from a central point. 1pt. Grants yo
u 1 vortex of change. They can not be destroyed.

Minor

Wall of power.
This is a wall of pure sorcery. It grants all units a 4+ cover save if they are
behind it. It also can be moved through, but counts as difficult terrain to an
y infantry or vehicles that move through it. 1Pt grants 12'' of wall. Walls of p
ower have a starting and ending point. Destroy one of those and the entire wall
will go out. The points have an armour of 14 and will be destroyed on a penetra
ting hit.
Minimal
Winds of Change
Any who pass through feel sudden feeling of grief and regret. Any infantry movi
ng through winds of change must make a Leadership test or fall back. 1Pt grants
the defender 24'' (they come in the form of a line)
A defending Daemon army has one mobile defense force.
A defending daemons army's number of defense points differ depending on planet.
The planet description will show you the appropriate number.
Other Rules:
A Full detachment of daemons (Known as a Warp Regime) differs greatly, but in th
is case we will say that one full Warp Regime will number 10,000 due to the ease
in which they can be created in the warp.
Daemons move through 1 territory per turn.
If your army includes a Lord of Change, then you can add 3 to Secret Lands rolls
.
If your army includes a Keeper of Secrets, you will add 1 to Secret Lands rolls.
Chaos Daemons have a strategy rating of 1.
Chaos Daemon vehicles can not roll to see if they get repaired. Once they are wr
ecked they are sucked back to the warp or suffer a massive meltdown of somesort.
Chaos Daemon technology is not compatible with any form of supplies from any oth
er race.
Chaos Daemons as attackers
Chaos Daemons have 4 LZ attacks.
Chaos Daemons may attempt to create a shrine to the dark gods. To do this you
can be in any area, but the shrines power will destroy any buildings within the
same territory. You must also sacrifice a certain number of people depending on
what level of shrine you wish to create.
Minima shrines take 50,000 to start and requires 5,000 sacrifices per turn to re
main active. To sacrifice people simply make sure there is a supply line from a
population of some sort to the territory of the shrine.
Minoris Shrines take 1 million to start and require 100,000 per turn to remain a
ctive.
Majoris Shrines take 50 million to start and 10 million per turn to remain activ
e. The original 4 use max is not applicable when these shrines are created fres
hly on attacked planets.
Chaos Daemons must destroy any and all buildings they come across, but can repla
ce the population territories for Slave pits so that they may sacrifice these pe
ople to the dark gods to power their shrines and to just be a good little daemon
.
Daemons get a +4 to superstitious rolls.
Daemons can take advantage of Decadent populations. On a roll of 3+, the Daemon
army has turned the decadent populace to Chaos.
If a Chaos Daemon army attacks a world that has a Grand Shrine to the Emperor, t
hen they will suffer the following: -2 Ld -1 WS -1 BS -1 I -1A
Chaos Daemons have 2 attacking points standard
Reasons for attacking:
This one is simple: A warp storm or rift of some sort has been created, allowing
a massive assault of daemons to enter the material world. These Daemons are he
ll-bent on killing everything. Daemons hope for large population planets so tha
t they may please their gods as best as possible. The one exception may be a Da
emon army made mostly of Tzeentch daemons. Their master usually has a more long
term interest in taking a planet.
Daemons also never occupy planets, they must destroy all buildings they conquer,
no exceptions. They must also either kill or sacrifice every civilian they may
come across. Daemons will leave a planet almost as quickly as they came once the
y've had their fun and the warp storm has blown over.
Daemons are much more likely to be the attackers. It is incredibly difficult to
catch them in the act of defiling a planet. Usually the warp storm does not al
low for space travel in that area, and by the time the reinforcements arrive, th
e daemons have killed everything and left. Usually only the Daemonhunters of th
e Inquisitorial Ordo Malleus can ever track down and prevent a daemon incursion.

Specific Experience for Chaos Daemons


Either choose a dark god or roll a D4 to randomly choose one
Ballistic: Khorne: Khorne sees you as a coward -1A
Nurgle: Gain Nurgle Vomit: Counts as a S3 AP5 Flamer. You may shoot
this in addition to any other ballistic weapons.
Slaanesh: Slaanesh's pleasure fills you with bliss. Double your numbe
r of attacks with all ballistic weapons but subtract 1
from your BS
Tzeentch: Tzeentch fills your mind with concentration. +1 BS
Melee: Khorne: BLOOD BLOOD BLOOOOOD!!!!!! +1 WS, +1 A. You must also make a lea
dership test upon gaining this option. If you fail, y
ou gain the Rage characteristic.
Nurgle: Nurgle believes the longer you live, the more damage you will do
. +1T
Slaanesh: Being quick on your feet is as efficient as it is pleasurable
. Gain +1 I
Tzeentch: Only when sorcery fails is Melee necessary: +1 A
Fieldcraft: Khorne: Khorne doesn't care.
Nurgle: Nurgle sees your abilities to move about the battlefield a
nd comes up with a great plan. Gain the Plague Cl
oud ability. This causes any one within 6'' of the squad to
make a leadership test or count as pinned. In Close Combat, it subtracts
1 from the enemies Initiative.
Slaanesh: Good work my little thralls: Slaanesh fills you with ambit
ion. +1 A
Tzeentch: I knew that would happen...really I did. Tzeentch is amuse
d, but that is about it.
Vehicle: Khorne: SPIKES!!! These living spikes cause all units (friend and foe)
within 3'' of the vehicle to suffer D6 S5 hits. Yo
u can stack these as a +1 experience upgrades. Whe
n stacked it simply adds another D6
Nurgle: PLAGUE!!! The vehicle is surrounded by an awful plague cloud.
The vehicle gains a 4+ cover save, and all enemy units within 6''
must roll a leadership or be pinned. They are also at -1 I
.
Slaanesh: Yummy little supple vehicles they are. Slaanesh thinks the
vehicle would be better
off if it was made of flesh. The vehicle now has a Toughnes
s of 8 and 3 wounds.
Tzeentch: Tzeentch enchants your weapons to guide themselves. You may
choose a different squad for each weapon
Independent Character Permanent Experience Table
1
+1 BS (+15 pts)
2
+1 WS (+10 pts)
3
+1 I (+15 pts)
4
+1 A (+10 pts)
5
+1 S ( +20 pts)
6
+1 T (+20 pts)
7
+1 W (+20 pts)
8
+1 strategy rating
9
+1 Warp Regime
10
+1 to the number of turns a Warp Rift can remain active without sacrifices
11
+1 LZ attack and attacking army
12
+1 Defense Army
13
Half the amount of people you have to sacrifice for anything that involves sacri
fices
14
+1 Defense point to all territories and armies
15
Breath of Chaos: A Heavy Flamer that ignores Invulnerable saves (+10 pts)
16
Ancient Warp Weapon: All of your attacks will inflict 2 wounds (+10 pts)
17
+1 fancy piece of daemon equipment (do what makes sense, not too overpowered, pr
oper points value)
18
Psychic Screech: Your scream resonates in the soul of th enemy. -1 Ld to all en
emy units, except the ones with an affective leadership of 10. (+15 pts)
19
Control of All Around Us: If you are in a Type 2 territory, then you can change
the level of terrain to any level you desire (+15 pts)
20
Power of the Dark Gods (you can alter the weather of the territory you are in, l
ook at the section in the campaign creation rules; you will find a table that ha
s weather conditions on it. Choose any one you like as long as it makes sense fo
r the planet you are on. Some planets may be so void of an atmosphere that they
can not have any weather types) (+20 pts)
Prince of the Warp: If you meet the requirements, then you will get some benefit
s:
Requirements: Power of the Dark Gods, Control of All Around Us, Psychic Screech,
+3 Warp Regimes.
Benefits: You are a prince of the warp, a god amongst mere mortals. You will nev
er run out of reserves, never be cut-off, and all your troops choices will have
sustained attack. You can also call the powers of the warp to you and easily an
nihilate your enemies. You have the following attack you can use every turn: S8
AP3 Assault 5. (+535 pts)
Chaos Space Marines
Types of planets:
Conquered Planet
This is simply a planet Chaos conquered not too long ago. These planets can ran
ge in type just as much as the Imperium does.

Conquered Planet
It is not common for Chaos Space Marines to be involved in garrison operations o
f a planet, but if a particular campaign requires it, it will be done. Many Cha
os marines will garrison a planet in order to keep a certain objective and to bu
ild up a certain building or find a certain artifact. Regardless, Chaos Space M
arines are not untrained in the task of planetary defense.
A Conquered planet will have the characteristics of a randomly rolled up Imperia
l Planet. A few differences must be made, though. All Grand Shrines of the Emp
eror will be replaced by Hereticus Majoris Shrines.
Roll a D3. On a 3 the purpose of the campaign is to build a building or dig up
an artifact. In order to do this, dedicate a territory as the building grounds.
This area must remain in Chaos control for 10 turns. For every turn that it i
s not in Chaos control, the Chaos forces will lose 1 turn of construction to the
building/digging site. If this reaches 0, the building is destroyed.
Hereticus Majoris Shrine: A Shrine to the dark gods in an attempt to plead for t
heir power, Chaos has erected these in favor of the dark gods.
Hereticus Majoris Shrines yield 2 defense points
The Hereticus Majoris shrine allows you to roll randomly on the table below each
turn to see what power you have been granted
Hereticus Majoris shrines can not be repaired within a campaign
Each Majoris shrine can only be used 4 times

1
Living Surface
Gain an additional 2 defense points in all defenses this turn due to the ever sh
ifting ground granting power to the Chaos forces of the planet
2
Decaying Atmosphere
All enemy attacking armies must take 2d6 wounds to models of their choosing due
to the toxins within the atmosphere

Vortex of torment
A vortex of chaos does not allow for the enemy to understand their position. Rol
l a D6. If the enemy rolls over their strategy rating, then they must place th
eir army in a randomly chosen territory. If you do not own this territory, then
you must fight for it. If you lose and have no means of escape (surrounded by
enemy territories), your army is wiped out. This will be a standard battle, not
a planet strike.
4
Psychic Storm
This storm unleashes a torrent of death to all who must face it. For the next p
lanet strike mission, all the enemy models will suffer 2d6 S9 AP2 hits
Special Rules of Chaos Space Marines:
Defense:
Defense Structures:
Gun Emplacements: Chaos Gun Emplacements have a BS of 2 and can be chosen from
the following weapons: Plasma Cannon. Twin-linked: Heavy Bolter, Autocannon, Las
cannon, and Heavy Flamer. These emplacements have an armour of 10 and will be d
estroyed on a glancing or penetrating hit. 1 pt. Allots you one of the emplacem
ents
The Chaos Marines may utilize 24'' of Razor Wire for 1 defense point. This coun
ts as dangerous terrain to any infantry units passing through it, but can be des
troyed by simply being hit with any weapon with any sort of template (such as bl
ast and flame) destroying as much as the template could hit.
This race may also utilize 24'' of tank traps for 1 defense point. This give in
fantry a 5+ cover save when being shot at through the tank traps. It does not h
inder infantry in any way, but it is impassable to vehicles other than skimmers
and flyers. You can destroy them via any type of blast weapon, destroying as mu
ch as the blast hits. You can also destroy 6'' of them by assaulting them with
infantry that have krak grenades or melta grenades. (or any other type of grenad
e designed to focus a blast into an armoured target.
Chaos may utilize 12'' of defense line for 1 defense point. This can be a trench
, ferrocrete wall, Flakboard, etc. This gives all units using the wall as cover
a 4+ cover save. If it is above the ground, it counts as having an armour of 1
4. Any penetrating hit will blow apart 6'' of the defense wall. Glancing hits me
an nothing to the walls.
Chaos may also utilize a Bastion or bunker for 1 defense point. This effectivel
y gives 20 infantry models a 3+ cover save. For an additional point you may add
a level or increase the size of the bunker by an additional 20. The bunker has
an armour value of 14. If it is specifically targeted, it can be destroyed wit
h a penetrating hit. If destroyed, its ruins will give a 4+ cover save to all w
ithin it, but will also be difficult terrain. If destroyed, any models inside m
ust test against a S3 hit. Armour saves are allowed.
Chaos Space Marines who consider themselves much more daemonic may choose defens
e structures from the Chaos Daemons defense structures.
Defense Rules:
Chaos Space Marines have 1 Mobile Defense army
Chaos Space Marines have 1 Defense point per defense.
Slaves: Due to Chaos Space Marine's small numbers, they usually utilize slaves v
ery well. If the Chaos Space Marine territory that is engaged has a supply line
to a population center, then choose the closest one. Chaos will gain 10 slaves
for every 10,000 people in the population center. For one defense point, assumi
ng they have the proper population center and supply lines, Chaos can choose to
field 20 (as one squad) slaves.
Slave: BS WS S T W I A Ld Sv
2 2 2 3 1 2 1 5 6+
Slaves are fearless. They fear their masters more than their enemies. They are
not fearless, however, if they are fighting Inquisitorial Forces.
Slaves are equipped with crappy damaged weaponry. Count these as a Lasgun with
a 12'' range that can only be shot as an Assault 1 weapon.
For 10pts you may add a slave herder. He is equipped with the same equipment, b
ut also has Krak and Frag Grenades.
If your mobile defense army is attacking, then you can use slaves as if you were
the attacker (look in the attacker rules of Chaos Space Marines)
Other Rules:
Chaos Space Marines may maintain a squad of Feudal Warriors.
Chaos Space Marines add 1 to their superstitious rolls.
Chaos Space Marines move through 1 territory per turn.
The Chaos Space Marine Legions are large military organizations, excluding the o
nes that have become traveling warbands such a Emperor's Children and World Eate
rs. A Legion, at full strength, can number from 10,000 to 100,000 and possibly
more, but a full Legion is almost never present at one campaign, at least not af
ter the Heresy. A company is the standard detachment that a Chaos Space Marine
army will send out. A company's number is around 1,000. A commander will campai
gn with one company (unless he has the upgrades to add more).
If a chaos space marine army has a sorcerer then the army may add one to both th
eir Secret Lands rolls and their Superstitious rolls.
Chaos Space Marines are immune to toxins and radiation. Chaos Space Marines als
o are immune to the affects of vacuums.
Chaos Space Marines, due to their incredible physical durability, can halve all
negative campaign effects (rounding down)
Chaos Space Marines have a Strategy Rating of 3
Chaos Space Marines are not affected by campaign negatives towards Ld
Chaos Space Marine vehicles will be repaired on a 5+ in terms of being cut-off.
Chaos Space Marine technology is compatible with the following races supplies: I
nquisitorial forces, Imperial Guard, Orks, and Space Marines.
Note: Many legions differ considerably. For example: World Eaters would only ha
ve a Strategy Rating of 1 due to their often whimsical killing sprees. Night Lo
rds would gain +1 to their rolls to attempt a raid due to their expertise with s
uch actions. If you think something about your legion should be changed, ask a
few people, if they believe that the change is just and makes sense then feel fr
ee to permanently change your army in that way. This allows for more personaliz
ation, which is essentially the point of this campaign supplement.
Chaos Space Marines as Attackers
Chaos Space Marines have 4 LZ attacks.
Chaos Space Marines have 1 attacking point standard
Chaos Space Marines may take advantage of the Decadent trait. If they roll a 5+
, the territory will give in to them (only territories with the decadent trait).
Chaos Space Marines can not bear to see immortal shrines of the God Emperor. If
they are in a territory with a Grand Shrine of the Emperor or in a territory bo
rdering it, they will suffer -1 I and WS.
Slaves: Due to Chaos Space Marine's small numbers, they usually utilize slaves v
ery well. If the Chaos Space Marines army has a supply line to a population cen
ter, then he/she is capable of using slaves. You can use 10 slaves for every 10
,000 people at the population center closest to your army, but every time you re
cruit the 10 slaves, those 10,000 people will be considered dead. Each squad of
10 slaves costs 30 pts. In order to use slaves as an attacker you must use the
m in a preliminary assault. (Keep in mind that the slaves must, if possible, be
in squads of 30). How this preliminary assault works: You may have as many slav
es as your population center they are coming from can handle as long as you also
don't go over the points limit of the battle. Only slave squads can be fielded
in the preliminary assault.
If the defending army that is suffering this slave raid has a proper supply line
, then they will gain their forces back before the Chaos Space Marines assault (
but if an experience squad loses over half, they are no longer experienced)
Summary of Slave Assault: It is a separate battle before the battle with the Cha
os Space Marines. It is intended to frighten the enemy more than anything, but i
t occasionally might take out an experienced squad. It is most affective when t
he defending forces are cut-off because every casualty the slaves inflict will h
elp the main Chaos assault quite a bit.
Slave: BS WS S T W I A Ld Sv
2 2 2 3 1 2 1 5 6+
Slaves are fearless. They fear their masters more than their enemies, but you s
till must roll base off their Ld to see if they will attack a unit that is not t
he closest unit. They will not, however, be fearless against Inquisitorial Forc
es.
Slaves are equipped with crappy, damaged weaponry. Count these as Lasguns with
a 12'' range that can only be shot as an Assault 1 weapon.
For 10pts you may add a slave herder. He is equipped with the same equipment, b
ut also has Krak and Frag Grenades.
Chaos Space Marines, in addition to the standard attacker's strategems, may choo
se from the following:
Blasphemous Broadcast
Reasons for attacking:
Chaos Space Marines often believe that they should be the ones to control the hu
man populace. Other legions believe they should be the ones to destroy the human
populace. Regardless of which intent, this results in an army that is very co
mmonly the attacker. It is not unheard of for them to be defending an artifact
extraction site or a recently conquered planet. Chaos Space Marines need little
reason for attacking; if there is any tactical value in the planet or any human
s (and sometimes alien races) to enslave they have a very good reason to attack.
Everything considered, you would see Chaos Space Marines attacking more often
than defending.
Chaos Space Marine Specific Experience.
Unique to race experience: (if you believe that your forces are much more daemon
ic, you may choose from the Chaos Daemon's list of experience, including th
e Permanent Independent Character Experience)
Ballistic: Ruinous Ammunition: Subtract 1 from the AP of all guns in the squad
Melee: Gain the Preferred Enemy and Counte-Attack Traits
Fieldcraft: Gain Infiltrate
Vehicle: Roll 2 dice and choose the lowest for damage on the damage table
Permanent Experience for Chaos Space Marine Independent Characters
1
+1 WS (+10 pts)
2
+1 BS (+10 pts)
3
+1I (+15 pts)
4
+1 A (+10 pts)
5
+1 W (+30 pts)
6
+1 Company
7
+1 Defense Point for every defense
8
+1 to the Secret Lands and Superstitious Roll
9
+1 to Decadence tests
10
Gain the Counter-Attack ability (+10 pts)
11
Gain the Infiltrate ability (+15 pts)
12
+1 Strategy Rating
13
-1 to the number of turns it takes to extract an artifact
14
Eternal Warrior
15
+1 Mobile Attacking Army and LZ
16
+1 Mobile Defending Army
17
Fearless (+20 pts)
18
+1 on the roll to attempt a raid or deception strike
19
+1 Unique piece of equipment (make sure it is not overpowered and is of the appr
opriate points value)
20
Pillar of Flame: You call upon the powers of the dark gods to annihilate your en
emies: A Pillar of Flame is a S5 AP 4 Large Blast that can be used once per bat
tle. (+20 pts)
Ancient Warrior: Thousands of years of experience and the favor of the dark god
s have proven useful.
Requirements: +1 Company, +1 WS, +1A, +1 Strategy Rating, +1 Raids, +1 reserve r
olls, +1 defending or attacking army, Eternal Warrior.
Benefits: You may use the Pillar of Flame once per turn during a battle. While
on the battlefield, all your units within 18'' of the Lord add one to their WS
and BS to emphasize how well trained they are. All these units are also fearles
s when within 18'' of the Lord. (+80 pts)

Inquisitorial Forces
Defender:
Random Planets:
1-25
Shrine World
The defending or attacking race has something very religiously important on the
planet.
26-50
Backwater Planet
A Planet with a small population and nothing else....except a hidden secret.
51-60
Standard Imperial Planet
Standard Imperial Planets have a well spread out population over the entire plan
et and are known for a decent share of resources both in Agriculture and Mining.
61-100
Roll Randomly on the Imperial Guard Random Planets Table
For any planet you roll up, the description and important information will be li
sted in the Imperial Guard section.
Special Defense and Standard Rules
Defense structures:
For 1 defense point, an inquisitorial army can utilize 1 gun emplacement, with a
BS of 2, chosen from the following weapons: If you do not have any Sisters of B
attle or Grey Knights in your army, then you may choose from the Imperial Guard
options. If you have Sisters of Battle in your army, then you may choose from th
e following option: Twin-Linked: Heavy Flamer, Multi-Melta, or Heavy Bolter. If
your army contains Grey Knights you will choose from the following: Twin-linke
d: Psycannon, Incinerator.
Inquisitorial Forces may utilize 24'' of Razor Wire for 1 defense point. This c
ounts as dangerous terrain to any infantry units passing through it, but can be
destroyed by simply being hit with any weapon with any sort of template (such as
blast and flame) destroying as much as the template could hit.
This race may also utilize 24'' of tank traps for 1 defense point. This give in
fantry a 5+ cover save when being shot at through the tank traps. It does not h
inder infantry in any way, but it is impassable to vehicles other than skimmers
and flyers. You can destroy them via any type of blast weapon, destroying as mu
ch as the blast hits. You can also destroy 6'' of them by assaulting them with
infantry that have krak grenades or melta grenades. (or any other type of grenad
e designed to focus a blast into an armoured target.
Inquisitorial Forces may utilize 12'' of defense line for 1 defense point. This
can be a trench, ferrocrete wall, Flakboard, etc. This gives all units using th
e wall as cover a 4+ cover save. If it is above the ground, it counts as having
an armour of 14. Any penetrating hit will blow apart 6'' of the defense wall. G
lancing hits mean nothing to the walls.
Inquisitorial Forces may also utilize a Bastion or bunker for 1 defense point.
This effectively gives 20 infantry models a 3+ cover save. For an additional po
int you may add a level or increase the size of the bunker by an additional 20.
The bunker has an armour value of 14. If it is specifically targeted, it can b
e destroyed with a penetrating hit. If destroyed, its ruins will give a 4+ cove
r save to all within it, but will also be difficult terrain. If destroyed, any
models inside must test against a S4 hit. Armour saves are allowed.
Defense Rules:
There are generally three different types of units involved in the Inquisitorial
forces. The Sisters of Battle of the Ordo Hereticus, Grey Knights of the Ordo
Malleus, and the standard Inquisitorial Forces.
If your force includes Sisters of Battle, you may erect a Grand Shrine of the Em
peror in any territory. If there is already a building in the area, then it is
assumed it is merely near or within that building.
Any Sisters of Battle can double their amount of Faith Points when within a terr
itory with a Grand Shrine of the Emperor or within a territory that is bordering
a territory with a Grand Shrine of the Emperor.
The numbers in an attack force differ greatly from the type of unit. If your ar
my has either Grey Knights or Sisters of Battle, you will treat them as a separa
te force in terms of the exhaustible reserves rule. One standard Inquisitorial c
ompany (everything other than Sisters of battle and Grey Knights) will consist o
f 500 soldiers. One Grey Knights company will consist of 50 Grey Knights. One
Sisters of Battle company will consist of 300 Sisters.
Inquisitorial Forces have 1 Defense point
Inquisitorial Forces Have 1 mobile defense army
Inquisitorial Forces may also choose the following strategems found in the Warha
mmer 40k Planetstrike Supplement. A few changes to the strategem will be listed
for use in a non-planetstrike game:
Machine Spirit: Increase 2 gun emplacements to BS 3
Other Rules:
Grey Knights are not affected by any negative campaign modifiers in any way. Th
ey are trained for the worst in the galaxy and equipped for the most lethal. He
xagrammic wards help quite a bit also.
Grey Knights are equipped with the best and most efficient weaponry in the human
arsenal. They may add 2 to their roll for how long before they run out of ammo
when cut-off.
Sisters of battle may halve (rounding down) the negative campaign modifiers on L
eadership characteristics.
The Lord Inquisitor: Lord Inquisitors are assumed to have taken control of the
planet upon being involved in the defense, so don't feel bad about bossing aroun
d any other players on your side involved with the defense...if they have someth
ing bad to say about it they are probably a heretic. The Lord Inquisitor also a
dds 2 to Secret Lands rolls.
Having a Grey Knights HQ in your army will give you a strategy rating of 3. All
inquisitorial forces without said Grey Knight commander will have a strategy ra
ting of 2.
If any powers of chaos require a dice roll (on a campaign level) then any Inquis
itorial Force may roll two dice and choose the the most favorable/least destruct
ive. Most of these Chaos powers come from their various Shrines.
All inquisitorial forces can destroy Warp Rifts instantly. They do not have to
wait the 5 turns.
Grey Knights are also immune to all radiation and toxins
All Inquisitorial vehicles will be repaired on a 5+ for purposes of being cut-of
f.
Inquisitorial forces technology is compatible with the following races supplies:
Imperial Guard, Orks, and Space Marines.
Planetary Defense Forces: If an inquisitorial force with a Lord Inquisitor in t
he army is defending a planet, they may take their casualties from the PDF regim
ent (standard imperial guard regiment) before taking them from their own number.
There is a difference, however. You can not roll to see if the models survive
d the battle. All models that were removed will count as dead while you are tak
ing the numbers from the PDF. I would recommend getting rid of the PDF rule if
you are allied with a substantial Imperial Force. It would make the campaign a
bit more dynamic and exciting, I believe. You can, however roll for casualty su
rvival for experience purposes. I understand that this doesn't make a whole lot
of sense, but Inquisitorial forces are so few in number, something had to be do
ne to balance that fact. Also, Inquisitorial forces aren't designed to take on
a campaign single handedly. You, if you want to remain true to the storyline, s
hould find another imperial player to ally with for a campaign.

As attackers
Inquisitorial Forces have 4 Landing Zones attacks.
Inquisitorial Forces may, in addition to the standard attacker strategems, choos
e the following (changes will be listed for non-planetstrike missions):
Teleport Barrage: no change
Inquisitorial Forces have 1 standard attack point.
Reasons for attacking:
Inquisitorial forces would attack a planet if it meant killing chaos. They also
like to make sure Xenos don't get their hands and powerful artifacts. It is no
t too uncommon for Inquisitorial Forces to only be supporting units part of a la
rger Imperial Guard or Space Marine assault.
Inquisitorial Forces are defenders just nearly as often as they are attackers, b
ut with a slight larger possibility on the attacker side.
Inquisitorial Forces Specific Experience
Unique to race options:
Ballistic: Blessed Ammunition: This ammunition ignores cover saves against all e
nemies. It also ignores daemon's invulnerable saves. If any chaos psykers have
an invulnerable save, it will ignore that also.
Melee: The Emperor guides my blade. Your close combat attacks now count as rend
ing.
Fieldcraft: Gain the Fleet ability
Vehicle: Holy aura: This results in a near blinding light to the foes of the Em
peror. The enemy must roll 3d6 x3. The amount rolled is how far from your vehi
cle they can successfully hit you, often resulting in long range weapons not bei
ng able to make out your vehicle enough to get a good hit in. (this is similar t
o the Aegis special rule of the Grey Knights)
Independent Character Experience for Inquisitorial Forces
1
+1 WS (+10 pts)
2
+1 BS (+10 pts)
3
+1 I (+15 pts)
4
+1 A (+15 pts)
5
+1 W (+30 pts)
6
+1 to secret lands roll
7
+1 company
8
+1 Strategy rating
9
Blessed Ammunition (look in the unique experience section for Inquisitorial Forc
es) (+20 pts)
10
The Emperor Guides my Blade (look in the unique experience section of the Inquis
itorial Forces) (+25 pts)
11
The feared savior: If a character with this trait is on a planet that has popul
ation centers with the Decadent trait, they will lose it while the character is
on the planet. This also adds 1 to your superstitious rolls
12
Holiest of servants: Double all positive campaign effects and halve all negative
campaign effects.
13
+1 unique piece of equipment (make sure it is not overpowered and make sure it i
s of an appropriate points value) (variable pts)
14
Eternal Warrior (+35 pts)
15
+1 to reserve rolls (+5 pts)
16
+1 to raid and deceptive strike attacks
17
Preferred Enemy (of the enemy you were against) (+5 pts)
18
6+ invulnerable save to psychic powers (you can increase this to 5+, 4+, etc lik
e a +1 upgrade) (+5 pts)
19
Holy healer: You may add one to all rolls to see if casualties survived (not a +
1 upgrade)
20
Holy Light of the Emperor: You may use this ability once per battle. Use it aft
er declaring an assault. With this power you will always strike first during th
e first turn and the enemy will be at -2 to their WS and can only attack with on
e attack during the first turn of the assault. If it is a daemon that is the ta
rget, then in addition to everything else, the daemon or daemon squad will suffe
r d6 wounds with no armour saves allowed. (+50 pts)
Holy Warrior of the Emperor: You have dedicated every fabric of your existence
to the devotion and service of the Emperor. You are unmatched in wielding His p
ower in His name.
Requirements: Holy Healer, Holy Light of the Emperor, Eternal Warrior, Holiest o
f Servants, Feared Savior, Blessed Ammunition, The Emperor Guides My Blade, +1 W
, +1 A, +1 BS, +1 WS
Benefits: You may now use the Holy Light of the Emperor attack every time you as
sault. You also instantly kill daemons or psykers (your choice) if you wound th
em. (the exception being very very large daemons that would be used in apocalyp
tic battles, in which case you only do d3 wounds) (+80 pts)

Dark Eldar
Dark Eldar never act as defenders under any conditions. They come to a planet t
o pillage and plunder and leave with the fruits of their victory. They never oc
cupy a planet and are gone as quickly as they came. In terms of rules this tran
slates into the Dark Eldar never having the option to be the defenders in a camp
aign. They still control territories that they have taken as attackers, but eve
n if attacked on these territories they will still be considered the attacker ra
ther than the defender for the purposes of the rules of the battle. This rule,
in terms of battles, is a bit more clear in the Dark Eldar codex.
Dark Eldar Special Rules
Special Rules:
Dark Eldar have a strategy rating of 2
Dark Eldar have 6 Landing Zone attacks.
Dark Eldar are not affected by negative Leadership modifiers on a campaign level
.
Dark Eldar can move through 3 territories per turn.
The Presence of Dark Eldar make the green commanders shake in their boots. -1 Ld
from all units on the entire planet. This can be negated in the commander pass
es a leadership test. You must do this at the beginning of every battle.
Dark Eldar attack in Kabal Warbands. These consist of roughly 1,000 warriors.
Dark Eldar are never interested in taking advantage of potential mining operatio
ns or giant manufactories on the surface of the planets they attack. They are o
nly interested in taking what they see with a heavy emphasis on slaves. Dark El
dar love their slaves. When Dark Eldar attack a planet whos campaign objective
would normally be conquest, then they instead replace that goal with the goal of
slaves. The Dark Eldar must successfully take/raid every population territory
and ensure that it has a supply line to a spaceport. This implies that they qui
ckly forced the population aboard their vessels. Once they have done this for a
ll population centers, they have won the campaign. Keep in mind that they only
have to have a supply line from the conquered population to a spaceport for one
turn to get the slaves.
Dark Eldar, due to their technology, can last for 3 turns before not being able
to move due to the cut-off rule. They may also add 4 to the number of turns unt
il they run out of ammo for each squad
Dark Eldar will repair their vehicles on a roll of 6 for the purposes of being c
ut-off.
Dark Eldar technology is compatible with Eldar supplies.
Dark Eldar, in addition to the standard attacker strategems, may choose the foll
owing:
Hellish Cacophony
Dark Eldar have 3 attacking points standard
Reasons for attacking:
Simple: There are living things on the planet and the Dark Eldar want them as sl
aves. They may also be interested in some material resources or a specific arti
fact of power, but a huge majority of raids are predominantly started to gain mo
re slaves to play with.

Experience for Dark Eldar


Unique to race options:
Ballistic: Toxic barbs. You may increase the strength of all splinter weapons b
y 1.
Melee: Torture blades: Your attacks become toxic, wounding on a 4+. You may take
this again as if it were a +1 upgrade. The effect is that you weapons will now
wound on a 3+ (can not upgrade further than this)
Fieldcraft: Keen eyes: You may measure range with this squad
Vehicles: Beacon of fear: All enemies within 12'' hear the death cries of tortur
ed souls. They will be at a -1 to their Leadership. This can stack the same as
a +1 upgrade, but with be an additional -1 to the enemy Leadership.
Independent Character Experience for a Dark Eldar Army
1
+1 WS (+10 pts)
2
+1 BS (+10 pts)
3
+1 I (+15 pts)
4
+1 A (+10 pts)
5
+1 Kabal Warband
6
+1 Strategy Rating
7
+1 Attacking Army
8
A Frightening foe: The commander of the defender's military must make a leadersh
ip test (don't forget modifiers). If he makes it, nothing bad happens. If he fa
ils it, note the degree of failure (the difference of the roll from the leadersh
ip) For every degree of failure, the defending army must subtract 1 from their S
trategy rating. Note that negatives can occur. This affect occurs for the remai
nder of the campaign.
9
A Reputation for torture: You may confer a further -1 to the campaign modifier o
f the Ld of the defending armies.
10
Terrifying Presence: All models within 12'' of you must make a leadership test o
r fall back.
11
+1 unique equipment (make sure it isn't overpowered and make sure it is of an ap
propriate points value)
12
Expert Raids: You may force you opponent to get rid of half of his defense point
s (rounding up). You may also add 1 to your roll when attempting a raid. (this
part of the upgrade can stack). Also, your number of attack points will not dec
rease even though you are decreasing the enemy's defense points.
Terrifying Torturer: You have become so obsessed with the Dark Eldar way, that
nothing in your existence is ever separate from torture and suffering. You are
horrifying indeed.
Requirements: +2 Kabal Warband, +1 WS, +1 I, +1 Strategy Rating, A Reputation fo
r Torture, A Frightening foe, Terrifying Presence.
Benefits: Whenever a squad assaults any unit in your army, they must make a lead
ership test or fall back. They have noticed the horrid look of these Dark Eldar
. Even more horrible than usual. (+40 pts)

Eldar
Defender:
Random Planet:
1-80
Craftworld
This isn't a planet at all, but rather an unbelievably huge space craft near the
size of a small moon. These are where most Eldar, after the fall, reside.
81-100
Exodite World
All other Eldar not on Craftworlds, or in Corsair fleets, reside on the planets
that were not hit by the psychic shockwave of the fall. These are few in number
.
Craftworld
Alien Technology far too advance for you lesser minds: This rule requires that a
ll races that take any Eldar buildings must spend 3 turns converting them to the
ir own use due to how incredibly different the technology is. (You simply need t
o hold the territory for 3 turns IN A ROW. If Eldar capture it back, they can qu
ickly repair the damage lesser minded races have done to their beautiful buildi
ngs.
We fight because we must: If Eldar are defending the Craftworld, they know of th
e extreme importance of not letting the vessel fall. There are few craftworlds
in the galaxy and few Eldar left. All Eldar gain +1 Ld when on a Craftworld.
Eldar also will sacrifice everything to protect any part of the craftworld. An
Eldar player may multiply his number of reserves by 4 when defending a craftworl
d. Note that this only applies to the Eldar's home craftworld. A nearby craftwo
rld may be helping in the defense of the craftworld, but they will only get the
standard amount of reserves.
Types of Terrain:
Populated Lands: This is all the unspecific territory of a Craftworld. Each ter
ritory has a variable population of Eldar.
Roll on the table below for population of the individual section of the craftwor
ld
1= 1,000 2= 8,000 3= 20,000 4= 100,000 5= 500,000 6= 1 mil
Populated Lands are equipped with Supply Depots and spaceports.
These lands yield 1 defense point
Forge: This is a building elegantly designed to create the basic needs of a mili
tary.
Treat a forge as a manufactory and a spaceport.
War Forge: A War Forge is a very large and powerful forge capable of creating th
e most lethal of Eldar weaponry. This is the only means of repairing and re-bui
lding Apocalyptic units.
Treat a War Forge as a manufactory and spaceport.
A War forge yields 2 defense points
Wraith Forest: Nearly every military vehicle and weapon is made of Wraith bone,
a psycho-plastic created from tree-like organism genetically engineered by the E
ldar many Millenia ago.
Treat a Wraith Forest as a Mining Facility.
Shrine of War: This is the location of the god-like Avatar. It is dedicated to
the worship of Khaine in his aspect of war. There are no benefits to this shrin
e because Khaine has been split asunder into many pieces. This point is more sy
mbolic than anything. No positive or negative affects come from having this poi
nt or losing the point.
This territory yields 2 defense points.
Random terrain table
Must have one War Forge, Wraith Forest, Population Lands, and one (and only one)
Shrine of War
1-2
Wraith Forest
3-4
Forge
5
War Forge
6-20
Populated Lands

Exodite World
Alien Technology far too advance for you lesser minds: This rule requires that a
ll races that take any Eldar buildings must spend 3 turns converting them to the
ir own use due to how incredibly different the technology is. (You simply need t
o hold the territory for 3 turns IN A ROW. If Eldar capture it back, they can qu
ickly repair the damage you lesser minded races have done to their beautiful bui
ldings.
All Exodite worlds were once a part of the massive Eldar Empire. These amazing
worlds were usually made to be much more beautiful by the Eldar. When humans co
me to a world it often becomes filled with pollution and death. The Eldar filled
their planets with beauty and life. The Eldar also filled their lives with dec
adence, something most humans have not done. Regardless, Exodite worlds are very
tranquil and beautiful places....most of the time. Occasionally the planet will
become a bit too lively and result in a death world.
Roll a D20 for any Exodite world. On a 1 it will be a Death world according to
Imperial guard rules. Just replace the Imperial Bastion with Eldar Fortress.
Types of terrain:
Lands of Tranquility: These are the beautiful unpopulated lands of an Exodite wo
rld.
Eldar Fortress: It is not common for Eldar to take up such defensive and static
positions, but the Exodite worlds tend to be a bit off of the standard Eldar pat
h as it is.
Eldar Fortresses have a variable population: Roll on the table below
1= 1,000 2= 3,000 3= 10,000 4= 25,000 5= 50,000 6= 75,000
Eldar Fortresses yield 4 Defense points.
Eldar Fortresses have a manufactory, spaceport, and supply depot.
Eldar Colony: These are somewhat small cities created by the ancient Eldar to al
low themselves to survive on the planet
Eldar colonies have a variable population: Roll on the table below:
1= 1,000 2= 5,000 3= 10,000 4= 35,000 5= 70,000 6= 130,000
Eldar colonies have a spaceport, manufactory, and supply depot.
Eldar colonies yield 1 defense point
Wraith Forest: Nearly every military vehicle and weapon is made of Wraith bone,
a psycho-plastic created from tree-like organism genetically engineered by the E
ldar many Millenia ago.
Treat a Wraith Forest as a Mining Facility.
Terrain table:
Must have One Eldar Colony, and Eldar Fortress
1-4
Wraith Forest
5
Eldar Fortress
6-8
Eldar Colony
9-20
Land of Tranquility
Eldar Defense and Special Rules
Defense Structures:
Eldar may utilize one Gun Emplacement for 1 defense point. These have a BS of 3
and can be chosen from the following list: Twin-linked: Shuriken Cannons, Scatt
er lasers, Brightlances, Missile Launchers, or Starcannons. They have an armour
of 10 and will be destoryed by any glancing or penetrating hit.
Eldar may utilize refractor walls. 1 defense point will give you 12'' of refract
or wall. These walls can not be destroyed during a battle due to the fact that
the mechanism creating the walls is quite a ways under ground. They give anyone
behind them a 4+ cover save, but may be moved through normally.
For 1 defense point, an Eldar army may utilize a Small Webway gate. This will a
llow any reserves or deep striking units to come from this gate. It has an armo
ur of 12 and will be destroyed on any glancing or penetrating hit.
Defense Rules:
Eldar have 2 mobile defense armies.
Eldar have 0 defense points per defense
Other rules:
An Eldar Warhost varies in size greatly based on the threat they plan to face.
For our purposes, one Warhost will count as 2,000 warriors. Though Eldar are sm
all in number, they make sure to concentrate their forces.
If your army includes a Farseer, you may add 2 to your secret land rolls and sup
erstitious rolls.
Eldar add 1 to superstitious rolls due to their incredibly alien technology.
Eldar suffer -2 Ld when in a territory with a Chaos shrine or in a territory bor
dering a chaos shrine territory.
Autarchs: Autarchs are excellent commanders. They add one to the Strategy ratin
g of your Warhost and also halve all negative Ld campaign modifiers (rounding do
wn) for the entire host.
Avatar: When you have an avatar in your army, you will not suffer any negative
Ld modifiers on a campaign level (only for that army).
Farseer: If you have a farseer in your Warhost, you may halve all negative effe
cts (rounding down) on a campaign level that are caused by Chaos shrines or any
chaos powers. A farseer also allows you to roll two dice and choose the most fav
orable one when rolling for anything at the campaign level.
Eldar have a strategy rating of 3
Eldar move through 2 territories per turn.
Extreme efficiency: The eldar may continue to move for 4 turns if they have been
cut-off. They may also add 4 to the dice to see which turn the will run out of
ammo and supplies for each squad.
All Eldar who have a save of at least 4+ may ignore the affects of toxins, radia
tion and vacuums.
The crew and passengers of all Eldar vehicles are immune to any negative affects
caused by the outside environment. As soon as they disembark, then this no lon
ger applies to them (unless their armour is suitable of course)
Eldar vehicles will be repaired on a roll of 6 for purposes of being cut-off.
Eldar technology is compatible with Dark Eldar supplies.
Eldar can destroy Tomb Lairs in 5 turns instead of 10.
Eldar can destroy a Warp Rift if given 3 turns to do so.

Eldar as attackers
Eldar have 4 landing zone attacks
Eldar have 2 attacking points standard.
In addition to the standard attacker strategems, Eldar may choose from the follo
wing:
Webway Assault
Reason for attacking:
Eldar attack worlds for many reasons. It may be to take back a Maiden world, si
mply weaken another race, or to make sure on of the Farseers horrible visions of
the possible future do not come true.
Eldar are very likely to be the attackers. The exodite worlds are very few in n
umber as are the Craftworlds. Eldar are also very good, with the help of Farsee
rs, at avoiding a situation that would require them to be defenders. Generally,
the Eldar are hardly ever the defenders.
Unique Experience
Unique to race options:
Ballistic: condensed liquid core magazines: All shuriken type weapons in the sq
uad will never run out of ammo even when cut-off.
Melee: Shimmer blades of the Craftworld: These blades are issued only to those w
ho have proved themselves in combat. There extreme ease of use and the way they
seem to guide your hand add one to your number of attacks.
Fieldcraft: The squad has become experts at utilizing cover to ensure as many El
dar survive as possible. Gain the Stealth ability
Vehicle: Expert pilots. Dangerous and difficult terrain no longer affect the pi
lot, even when attempting to gain cover from it.

Eldar Independent Character Experience


1
+1 WS (+10 pts)
2
+1 BS (+10 pts)
3
+1 I (+15 pts)
4
+1 A (+10 pts)
5
+1 Strategy Rating
6
+1 Warhost
7
+1 to superstitious and secret lands rolls
8
+1 to number of mobile attacking armies and LZ's
9
Fearless (+30 pts)
10
If you are an Autarch you may gain this: Wisdom of the Phoenix Lords (negative L
d modifiers no longer affect you and your warhost(s) on a campaign level)
11
If you are a Farseer: You may negate all enemy psyker activity, on a campaign le
vel, through the extreme power you have found within your mind. This also appl
ies to negating Chaos Shrines abilities all together. If you gain this again as
if it stacked as a +1 upgrade, then you may now negate all negative affects caus
ed by chaos in any situation on a campaign level. You also gain +1 T due to the
fact that with such experience, you are made mostly of Wraithbone by now (the on
ly exception being Malleus Extremus worlds) (if stacked: 35 pts)
12
Gain Preferred Enemy (the enemy you fought) (+5 pts)
13
Lightning raids before the storm: You may negate up to 2 points of the enemies d
efense setup. You can continue to stack this like a +1 upgrade, but it will ins
tead be +2 to the amount of points you negate. This will also allow you to add
1 to rolls to attempt a raid. This will not reduce the number of attack points
you gain.
14
Superior technology and ancient wisdom: You may double the amount of turns your
Supply Depots will last. This may stack like a +1, but instead of doubling it w
ill simply be +10 to the number of turns.
15
+1 unique piece of equipment (make sure it is not overpowered and of a proper po
ints value)
16
Relentless (+15 pts)
17
+1 to reserves roll (+5 pts)
18
Extreme efficiency: You will add 2 to the number of turns before you run out of
ammo and to the number of turns before you run out of fuel.
19
Autarch Only: Lightning Withdrawal. You do not have to get your models off the
board in order to withdraw them from the battle.
20
Farseer Only: You can create a massive psychic storm. Roll opposed Strategy Te
sts. If you enemy fails, then he must look at the board only from the perspecti
ve of his models because his communication has been interrupted. It also suddenl
y becomes a night fight regardless of strategy rating.
Sword of Eldanesh: You have gained great wisdom and skill in your years of disc
ipline.
Requirements: +2 Warhosts, +1 WS, +1 I, Lightning Raids Before the Storm, Lightn
ing Withdrawal
Benefits: You may choose precisely when you wish your reserves to come in. You
don't have to say at the beginning of the battle, simply place your reserves whe
n you feel like it. You also gain a free (free in terms of not having to roll it
as an experience option) piece of unique equipment (but must pay the points val
ue of that unique piece of equipment.) (+60 pts)

Necrons
Defender:
Random Planets:
Tomb World
This planet is the location of an incredibly ancient Necron Facility fully equip
ped for war and destruction.
Tomb World
Due to the incredibly large amount of Necrons that live on a tomb world, you wil
l have 4 times the amount Tomb Hosts as you would normally have.
Tomb Lair:
This is the breaching point of the Necron tomb to the surface of the planet. Tr
eat this as a FFM and spaceport. This also allows for the repair and rebuilding
of Apocalyptic Units.
A Tomb Lair can only be destroyed if the enemy is capable of holding the area fo
r 10 turns in a row. Necron technology is notoriously difficult to destroy.
A Tomb Lair yields 4 defense points
Harvested Lands:
Harvested lands are the remnants of the former inhabitants of the planet.
Ruins:
Some Harvested Lands are filled with ruins. All units battling within this terr
itory will have a 5+ cover save due to the ruins, but will also take twice as lo
ng to move through the territory.
Random Terrain Table:
Must have one Tomb Lair
1-5
Ruins
6-9
Tomb Lair
10-20
Harvested Lands
Necron Defense and Special Rules:
Defense Structures:
Necrons, for 1 defense point, may have the following gun emplacements at BS 4:
Gauss Cannon, or Heavy Gauss Cannon. These have an armour of 10 and will be des
troyed on a glancing or penetrating hit.
Tomb Wall. This is a living metal wall (look at the rule for a Monolith for the
living metal rule) that allots a 4+ cover save to all that are behind it. It h
as an armour of 14 and will be destroyed on a penetrating hit. 1 defense points
yields 12'' of wall.
Beacon of the Void Dragon: This is a large shrine dedicated to the master of ma
chines. All enemy vehicles within 6'' of the beacon will be under the Necrons c
ontrol for the next Necron turn on a 3+.
Necrons may also, in addition to the standard defense strategems, choose the fol
lowing:
Euclidean Mindphase
Defense Rules:
Necrons have 1 defense point when defending.
Necrons have 1 mobile defense army when defending.
Other Rules:
Necrons have some of the most efficient technology in the galaxy. When Necrons
are cut-off they will be capable of moving for 10 turns before stalling. They m
ay also add 5 to see in which turn they run out of ammo.
Necrons move through ½ a territory per turn. They are very slow in their advanc
e.
Necrons are not affected by toxins, radiation, or vacuums.
Necrons are not affected by Negative campaign leadership modifiers.
Necrons may halve (rounding down) all negative physical campaign modifiers due t
o their living metal skeletons.
If you have any Pariahs in your army, you may ignore the affects of psychic atta
cks against the army that has the pariahs. This includes chaos shrines and such
.
Necrons have a strategy rating of 2
A Necron attack force is known as a Tomb Host. These consist of 5,000 Necrons.
Necron vehicles will be repaired on a 2+, but only if they have won the battle.
If the necrons lost, then they will not have a chance to repair the vehicles.
Necrons technology is not compatible with any other race's supplies.
Necrons as Attackers:
Instead of LZs, the Necrons have Tomb Lairs. They deploy just like an LZ, but h
ave a few different buildings as described in the tomb lairs description.
Necrons have 4 Landing Zone attacks.
Necrons have 1 attacking point standard.
Roll a D4 when attacking with Necrons. On a 1, the world you are attacking is a
ctually a tomb world. You may choose 2 more Tomb Lairs, and multiply the number
of Tomb Hosts you have by 4.
Reasons for attacking:
It is the goal of the Necrons and their masters, the C'tan, to destroy all life
in order to suck their souls out for the sustenance of the C'tan. Necrons will
attack any planet if it has life on it.

Necron Lords' Experience Table:


1
+1 WS (+10 pts)
2
+1 BS (+10 pts)
3
+1 I (15 pts)
4
+1 A (+10 pts)
5
+1 T or W (due to advanced nano-bot repair matrices) (+35 pts)
6
+1 Tomb Host
7
Fearful Sight: You force the enemy commander to make a Leadership test. If they
fail, they must subtract 1 leadership from their entire force and subtract 1 Str
ategy point. You may stack this upgrade as a +1, but it will be a +1 to the num
ber of point of Leadership and Strategy points you take out. The strategy ratin
g applies to all armies for the entire campaign. The leadership modifier only ap
plies to the battles in which the Necron Lord is present. (+10 pts) You can make
the enemy have a negative strategy rating.
8
+1 Defense point per defense
9
+1 Attack or defense army
10
Fearless (+30 pts)
11
Advance repair and alloy configurations: Your entire force will no longer be aff
ected by negative physical campaign modifiers (These include S, T, and W)
12
Eternal Warrior (+40 pts)
Ancient Lord of the Necrons: You are of some of the eldest Necron Lords in exis
tence and your systems are finally beginning to fully activate.
Requirement: +2 Tomb Hosts, Advanced Repair and Alloy Configurations, Eternal Wa
rrior, Fearful Sight.
Benefits: The Phase Out rule no longer applies to you. (+100 pts)

Orks
Defender:
Random World:
1-70
Imperial Planet
This planet was once an Imperial world, but its facilities and resources have be
en converted to the Ork cause.
71-73
Exodite World
A once beautiful world is now being polluted heavily by Ork industry and war.
74-79
Daemon World
Not even Daemon could stall the Ork menace. The world was once a Minima or Mino
ris Daemon World.
80-85
Tomb World
The Orks burried the remnants of the Necron tombs as far underground as possible
. They shouldn't be a problem....for a while.
86-94
Martial World
A former world part of a mighty Space Marine Chapter. The orks enjoyed taking t
his world very much.
95-100
Tau World
Puny Tau! Thays Even squishier den them 'umies. A former Tau world the orks hav
e converted for their empire of war.

Ork Worlds: Ork worlds are simply other worlds that have been captured by Orks
and converted to fit the manufactoring processes of the Ork war machine. Roll u
p a normal planet based off of the table above.
Replace all Manufactories or buildings acting as manufactories for Ork Manufacto
ries
Mining Facilities can be used by Orks normally.
Any Religious Shrines: Replace these with Mighty Banner of Gork and Mork
Any population center: Ork War City.
Any buildings that allow for Apocalyptic Unit construction: Replace for Gargant
Factory
Spaceports can be used by Orks normally.
Replace Agri-Lands for Orky Growin' Fields.
Supply Depot are used by Orks normally.
Replace any Fortification-like buildings for Orky War Fort.
Ork Manufactories:
These excessively polluted centers of industry are vital to an Ork Waaagh!.
Count an Ork Manufactory as a Manufactory.
Ork Manufactories yield 2 defense points.
Mighty Banner of Gork and Mork
These are massive religious symbols to Orks. They are often made of...well, wha
tever the Orks can find just lying around. They are, nonetheless, quite powerfu
l due to the powerful psyche of the Ork race
Roll a D4 for the affect of a Banner for the duration of the Campaign
Banners yield 2 defense points
If the banner is destroyed, the benefits are no longer in affect.
1
Waaagh!!
Any Ork armies within the territory or a bordering territory of the banner gain
an extra Waaagh!! move per battle.
2
Waaagh!!!
All psychic attacks, such as chaos shrines, are negated on this planet
3
Waaagh!!!!
All orks within the territory or a bordering territory of the banner gain +1 A
4
WAAAGH!!
All Orks on planet gain +1 A
Ork War City:
Ork war cities are where the yoofs come to get some guns, and where the old dogs
come to fight some other Orks for a friendly and occasionally fatal brawl.
Ork war cities have a variable population of Orks. Roll on the table below.
1= 500 2= 5,000 3= 50,000 4= 600,000 5= 2 mil 6= 30 mil
Most cities are very temporary due to the fact that Orks very often get bored of
a planet and begin another WAAAGH!!.
Ork War Cities are equipped with a spaceport and supply depot
Ork War Cities yield 3 defense points
Gargant Factory:
This is where the largest and most impressive Ork vehicles are built such as the
Gargant, a 30 meter tall religious symbol and massive firing platform.
Orks may repair and rebuild Apocalyptic Units if they have a supply line to this
facility.
This facility also acts as a manufactory and supply depot
Gargant Factories yield 4 defense points
Ork Growin' Fields:
Some more organized Ork bands will actually cultivate their comrades in massive
fields with all the nutrients to allow an Ork to grow.
Ork Growin' Fields have a more long term effect. They yield no benefits during
a campaign.
Orky War Fort
Orky War forts are often the personal buildings of the warlord. They are very l
arge and impressive to Orks that awe upon the structure.
Orky war forts yield 5 defense points.
Orky war forts have 2 supply depots (20 turns of resources) and a spaceport.

Ork Defense and Special Rules


Defense Structures:
Ork Emplacements: These gun emplacements consist of a gun and a grot to fire sa
id gun. They have a BS of 3 (because of the grot) and an armour of 10 with any
glancing or penetrating hit destroying them. You may choose from the following
weapons: Twin-linked: Big Shoota, Rokkit Launcha', or Skorcha. 1 defense point a
llots you one gun emplacement.
Ork Wall: A bunch of stuff the Orks found piled up to create a wall, the wall g
ives a 4+ cover save to any behind it. It has an armour of 12 and any penetrati
ng hit will destroy it. 1 defense points allots you 12'' of wall
Orky Bunker: The Orks may also utilize an Orky Bunker for 1 defense point. This
effectively gives 20 infantry models a 3+ cover save. For an additional point
you may add a level or increase the size of the bunker by an additional 20. The
bunker has an armour value of 14. If it is specifically targeted, it can be de
stroyed with a penetrating hit. If destroyed, its ruins will give a 4+ cover sa
ve to all within it, but will also be difficult terrain. If destroyed, any mode
ls inside must test against a S4 hit. Armour saves are allowed.
Rusty Barbed wire: This counts as dangerous terrain to any infantry moving thro
ugh it, but can be destroyed by being hit with any template (destroying as much
wire as the template can hit). 1 defense point yields 24'' of wire.
This race may also utilize 24'' of tank traps for 1 defense point. This give in
fantry a 5+ cover save when being shot at through the tank traps. It does not h
inder infantry in any way, but it is impassable to vehicles other than skimmers
and flyers. You can destroy them via any type of blast weapon, destroying as mu
ch as the blast hits. You can also destroy 6'' of them by assaulting them with
infantry that have krak grenades or melta grenades. (or any other type of grenad
e designed to focus a blast into an armoured target.

Defense Rules:
Orks have 2 mobile defense armies due to their numbers
Orks have 1 defense point standard
When defending a planet, multiply the number of Ork reserves by 10.
When defending a planet, Orks have a standard amount of 2 defense points.
Other Rules:
Orks have an incredibly powerful physical structure. They may halve all negativ
e physical campaign modifiers (rounding down).
Orks will attack in Warbands. Ork Warbands differ greatly in their numbers (due
to the fact that Orks aren't the most organized race). For our purposes, we wil
l count one Ork Warband as 10,000 Orks
Orks move through one territory per turn.
Orks have a strategy rating of 1
Orks are not very good at getting along with each other unless they have an dece
nt leader. Roll a D20 at the beginning of every Ork turn. If you roll a 1, 1,0
00 Orks either leave or kill each other in your reserves.
Ork vehicles will be repaired on a roll of 3+ if the Orks won the battle (they g
et to loot for repairs). If the orks lost then they will repair their vehicles
on a roll of 5+.
If orks are fighting any human race or Chaos race (except daemons), then they ma
y add 1 to the number of turns they will have ammunition, fuel, and to the amoun
t of turns they can move for every victory. This implies that they are fantasti
c looters of human technology.
Ork technology is compatible with the following races supplies: Chaos Space Mari
nes, Inquisitorial Forces, Imperial Guard, and Space Marines.

Orks as attackers
Orks may build a banner to Gork and Mork. In order to do this, there must have
been at least three battles on that territory in which the Orks were successful.
If the banner is destroyed, then you must have 3 battles of success on the ter
ritory after the destruction of the banner in order to create a new banner.
Orks have 6 Landing Zone attacks
Orks have 1 attacking point standard.
Orks may choose, in addition to the standard attacker strategems, the following
strategem (changes for non-planetstrike missions will be listed):
Unstoppable Waaagh!: this works if you destroy enemy bunkers also.
Ork Specific Experience
Unique to race options:
Ballistic: MORE DAKKA!! You may double your shots with all weapons, but subtract
1 from your BS. Keep in mind that this will affect your supplies. If you are
cut-off, you will subtract 1 from the dice roll to see on which turn you will ru
n out of ammo.
Melee: These Orks have had their share of action. +1 S
Fieldcraft: We is sneaky!! Gain the infiltrate ability, but get rid of all of yo
ur armour.
Vehicle: Turbo boosters: You may roll 2D6 and move that much more during your mo
vement phase. If you move over 18'' you will not gain the 4+ cover save; you ar
e not that maneuverable and going that fast was more of a happy accident than in
tentional. If you roll doubles, then you may not use the turbo boosters again d
uring the remainder of the battle. Note: you can not shoot if you use these boo
sters, or embark or disembark infantry.
Ork Independent Character Experience Table
1
+1 WS (+10 pts)
2
+1 BS (+10 pts)
3
+1 I (+15pts)
4
+1 A (+10 pts)
5
+1 T (+35 pts)
6
+1 S (+20 pts)
7
+1 W (+40 pts)
8
+1 Warband
9
+1 Strategy Rating
10
Your reserves will no longer fight (you no longer must roll the D20 at the begin
ning of each turn)
11
+5 to the number of turns supply depots last
12
Orky Rage: You may double your attacks during one turn of the battle. You may s
tack this as a +1 upgrade. When you do you may Rage for an additional turn duri
ng a battle. (+30 pts)
13
Fearless (+30 pts)
14
We Got 'Em Boys!! This allows you to ignore all negative campaign Ld modifiers
15
+1 to the amount of WAAGH! Moves you can make in one battle. (+50 pts)
16
Expert Looters: Your orks technology becomes compatible with all other race's su
pplies.
17
+1 unique piece of equipment (make sure it isn't overpowered and is of the appro
priate points value)
18
We got so many boyz!!! Only half of the casualties suffered during a Meat Wave a
ttack will go towards depletion of your reserves.
19
Ha!! You thought you won! The Boss has decided to fit an explosive device to hi
s heart. If his heart stops, then the device will go off. If the boss dies, th
en place a small blast marker over the position in which he was located. This i
s a S8 AP 2 attack. (+30 pts). This can be used when the Warboss dies in close
combat. (this doesn't actually blow up his heart. It wired to his heart but expl
odes somewhere outside of his body; he could survive for purposes of using this
character again in the future)
20
Furious Roar: The Warboss and his Orks begin a horrible roar that shatters the
minds of the opponents. Once per battle, the Warboss may use this roar to force
all enemy squads within 24'' of the boss to make a leadership test. (+15 pts)

Da Big Warlord: There is a point in few Orks lives when they can call themselve
s the biggest in the sector. Many Orks flock to a Warlord to start massive carn
age such as Gazhkull at armageddon.
Requirements: +1 WS, +1 S, +1 T, We got so many boyz!!!, Furious Roar, We Got '
Em Boyz!! +2 Warbands. Your reserves no longer fight.
Benefits: All Ork infantry get the sustained attack special rule in any battle
that the Warlord is in. (+150 pts)
Space Marines
Defender:
Random Planet:
1-70
Imperial Planet
It is very common for Space Marines to bolster the defense of an Imperial World.
In some cases they may be the only defenders because the Planetary Defense For
ce had been destroyed...or never there originally.
71-100
Martial World
This planet is under the direct control of a Space Marine Chapter. These are th
e grounds where Space Marines will recruit, build, repair, rearm, and satisfy an
y other long term needs for a Space Marine Chapter.
Imperial Planet
This is simply a random Imperial Planet from the Imperial guard Random Planets t
able. It is likely that the Space Marines here will be accompanied by some Impe
rial Guard allies, but they do not always have this luxury. Space Marines benef
it from buildings in the same way Imperial Guard do.
Martial World
Martial Worlds differ greatly. The one thing they all have in common is that th
ey have some sort of Space Marine authority on the planet.
Roll up a random Imperial Planet, but add D3 Fortress Monasteries to the campaig
n. Each of these monasteries will be placed in different territories. Note that
they will replace any building originally in the territory.
Fortress Monasteries
Fortress Monasteries are heavily defended Space Marine Headquarters.
Fortress Monasteries yield 5 defense points
Fortress Monasteries include 2 Supply depots (20 turns of supplies) and a spacep
ort.
Space Marine Defense and Special Rules
Defense Structures:
A Space Marine force may have one gun emplacement for 1 defense point. They hav
e a BS of 2 and an armour of 10 with any glancing or penetrating hit destroying
them. You may choose from the following Weapons: Twin-linked: Missile Launcher,
Lascannon, Heavy Bolter, Assault Cannon, Heavy Flamer. Standard: Plasma Cannon
Space Marines may utilize 24'' of Razor Wire for 1 defense point. This counts a
s dangerous terrain to any infantry units passing through it, but can be destroy
ed by simply being hit with any weapon with any sort of template (such as blast
and flame).
This race may also utilize 24'' of tank traps for 1 defense point. This give in
fantry a 5+ cover save when being shot at through the tank traps. It does not h
inder infantry in any way, but it is impassable to vehicles other than skimmers
and flyers. You can destroy them via any type of blast weapon, destroying as mu
ch as the blast hits. You can also destroy 6'' of them by assaulting them with
infantry that have krak grenades or melta grenades. (or any other type of grenad
e designed to focus a blast into an armoured target.
Space Marines may utilize 12'' of defense line for 1 defense point. This can be
a trench, ferrocrete wall, Flakboard, etc. This gives all units using the wall
as cover a 4+ cover save. If it is above the ground, it counts as having an arm
our of 14. Any penetrating hit will blow apart 6'' of the defense wall. Glancing
hits mean nothing to the walls.
Space Marines may also utilize a Bastion or bunker for 1 defense point. This ef
fectively gives 20 infantry models a 3+ cover save. For an additional point you
may add a level or increase the size of the bunker by an additional 20. The bu
nker has an armour value of 14. If it is specifically targeted, it can be destr
oyed with a penetrating hit. If destroyed, its ruins will give a 4+ cover save
to all within it, but will also be difficult terrain. If destroyed, any models
inside must test against a S4 hit. Armour saves are allowed.
Space Marines may also choose the following strategems found in the Warhammer 40
k Planetstrike Supplement. A few changes to the strategem will be listed for us
e in a non-planetstrike game:
Machine Spirit: Increase 2 gun emplacements to BS 3
Defense Rules:
Space Marines have 1 mobile defense army
Space Marines have 1 defense point per defense
Other Rules:
Space Marines have a Strategy Rating of 3
Space Marines ignore all negative leadership campaign modifiers
Space marines are large and mighty super humans. They may halve all negative ca
mpaign modifiers (rounding down)
Space Marines attack in companies. These usually number near 100 Space Marines
If you have a Space Marine Librarian in your army, you may add one to both your
superstitious roll and secret lands roll.
Space Marines add 2 to their leadership when in a territory with a Grand Shrine
of The Emperor or in a territory bordering it.
Efficiency in technology and training: Space Marines can go 4 turns without suf
fering any negative effects if they have been cut-off (with the exception of re-
equipping your army with reserves of course). They may also add 1 to their roll
s to see in which turn they will run out of ammo.
Space Marine are immune to toxins and radiation. All power armour wearing space
marines are immune to the effects of a vacuum.
Space Marines can repair their vehicles on a 5+ for purposes of being cut-off.
Space Marine technology is compatible with the following race's technology: Chao
s Space Marines, Inquisitorial Forces, Imperial Guard, and Orks.
Planetary Defense Forces: If a Space Marine army is defending a planet, they ma
y take their casualties from the PDF regiment (standard imperial guard regiment)
before taking them from their own number. There is a difference, however. You
can not roll to see if the models survived the battle. All models that were re
moved will count as dead while you are taking the numbers from the PDF. I would
recommend getting rid of the PDF rule if you are allied with a substantial Impe
rial Force. It would make the campaign a bit more dynamic and exciting, I belie
ve. This is not always an option, though, which is why this rule exists.
Space Marines as Attackers
Space Marines have 4 Landing Zone attacks
Space Marines have 2 attacking points standard.
Space Marines move through 1 territory per turn.
Space Marines may, in addition to the standard attacker strategems, choose the f
ollowing (changes will be listed for no-planetstrike missions):
Teleport Barrage: no change
Death From Above: no change
Unique Experience for Space Marines
Unique to race options:
Ballistic: Advaced Bolter ammunition: You may subtract 1 Ap from all bolter weap
ons.
Melee: Ancient arts: You are masters of ancient rituals of melee. Gain +1 A
Fieldcraft: Your power armour has built in range finders: You may measure ranges
.
Vehicle: Venerable: You may force your enemy to roll twice on the damage table a
nd choose the lowest result.
Independent Character Experience for Space Marines
1
+1 WS or BS (+10 pts)
2
+1 I or A (+15 pts)
3
+1 W (+35 pts)
4
+1 Strategy Rating
5
+1 Company
6
+1 attacking or defending army
7
+1 to all secret lands rolls
8
Expert siegers/ raiders. You may negate 2 enemy defense points. This can stack
adding 2 to that number each time it stacks. This also allows you to add 1 to t
he dice roll for your raid attempts. This part of the upgrade stacks as a +1 upg
rade.
9
+1 unique piece of equipment (make sure it isn't overpowered and of an appropria
te points value)
10
Fearless (+30 pts)
11
Eternal Warrior (+35 pts)
12
Death Before Dishonor . You can fire a S10 AP 1 Large blast directly on yoursel
f in dire situations once per battle.
Master Strategist: You have excelled in many things in your life. You are the
epitome of skill and wisdom in the human race.
Requirements: +1 WS, +2 Companies, +1 Attacking Army, Expert Sieger/raider
Benefits: You may bring in reserves whenever you wish, not by rolling for them.
You will also add ten to all your supply depot supply turns, and last 2 turns l
onger without fuel or ammo before you run out. You can also now move the mobile
army, that your commander is part of, 2 territories per turn. (+60 pts)
Tau Empire
Defender:
Random Planet:

Tau World
This is the generic name of a Tau Planet. The Tau do not have quite as much kno
wledge in the workings of the warp as other races. The results in them only inh
abiting a world they know can be self-sufficient, which these worlds definitely
are.

Tau World
Types of terrain:
City of the Tau:
These cities are the population centers of tau worlds. The Tau, being an effici
ent people, often live within these cities for safety and efficiency.
Tau cities have a variable population: Roll on the table below:
1= 20,000 2= 100,000 3= 260,000 4= 800,000 5= 2 mil 6= 10 mil
Cities are equipped with a spaceport, supply depot, and manufactory.
Cities yield 3 defense points
Advance Military Facility:
This is very similar to the human counterpart. It is a well defended military fa
cility capable of creating the most lethal weapons in a Tau commander's arsenal.
These facilities allow Apocalyptic units to be repaired and rebuilt.
These bases yield 4 defense points.
These facilities include 2 supply depots (20 turns worth of supplies) a manufact
ory, and a spaceport.
Mining Facility:
The Tau are not immune from the needs of natural minerals. Treat this as any ot
her mining facility.
Lands of Prosperity:
These are the often pristine lands between Tau structures. The Tau respect natu
re in many ways and tend to resist her destruction when it is convenient. Some
more war torn worlds are no longer so pristine, however, and Tau are beginning t
o learn of the brutality of maintaining an Empire.
Supply Depot: Supply depots are absolutely essential in maintaining the engine o
f war. A supply depot lasts for 10 campaign turns. You can extend this by bein
g able to link the supply depot to a fully functioning manufactory. The number
of turns is infinite if you can link to the fully functioning manufactory. If y
ou had a supply line to the manufactory, but then lost it, you will then immedia
tely gain the 10 turn limit again.
Random Terrain Table
Must have one City of the Tau
1-5
City of the Tau
6-8
Mining Facility
9-10
Advanced Military Facility
11-19
Lands of Prosperity
20
Supply Depot
Tau Defense and Special Rules:
Defense Structures:
The Tau may utilize 1 gun emplacement per 1 defense point. It counts as BS 2 wit
h an armour of 10. Any glancing or penetrating hit will destroy it. You may ch
oose from the following list: Twin-Linked: Plasma Rifle, Fusion blaster, flamer,
Burst cannon, missile pod. Standard: Railgun (No Submunitions), Ioncannon
The tau may also utilize a defense wall. 12'' of defense wall will require 1 de
fense point. This will give all units behind it a 4+ cover save. It has an arm
our value of 14 and can only be destroyed by a penetrating hit (in which case 6'
' will be destroyed).
Defense Rules:
Tau have 1 mobile defense army
Tau have 1 defense point
Other Rules:
All Tau vehicles and their passengers do not suffer from the effects of toxins,
radiation, or vacuums. As soon as they disembark, they will be affected, howeve
r.
Tau Battlesuits are not affected by toxins, radiation, or vacuums.
A Tau attack force is known as a Cadre. A Cadre includes roughly 2,000 Tau warr
iors.
Tau have a strategy rating of 2
An efficient military. Tau may move for 3 turns before stalling if cut-off and
may add one to their roll to see in which turn they will run out of ammo if cut-
off.
Tau may take advantage of decadent populations. If there is a territory with th
is feature, they will gain the territory on a roll of 5+ without a fight.
Tau add one to their superstitious rolls due to their advanced alien technology.
Tau move through 1 territory per turn.
Tau vehicles will repair on a roll of 6 for purposes of being cut-off.
Tau technology is not compatible with any other race's supplies.
Tau as attackers
Tau have 4 Landing Zone attacks.
Tau have 1 attacking point standard.
Tau, in addition to the standard attacker strategems, may choose the following (
with listed changes for a non-planetstrike mission):
Sunburst Bombardment: you may use this on 3 gun emplacements.
Reasons for attacking:
Tau will attack to expand their empire or resist expansion into their empire.
Unique Tau Experience
Unique to race options:
Ballistic: Every shot counts: Add one to the roll to see on which turn you run o
ut of ammo if cut -off
Melee: Gain +1Ld for being so bold and going against the teachings
Fieldcraft: The squad gains a networked marker light.
Vehicle: Advanced Targeting: +1BS, and you may measure for range
Tau Independent Character Experience
0
+1 WS or BS (+10 pts)
1
+1 I or A (+15 pts)
2
+1 Strategy point
3
+1 Attacking or Defending army
4
+1 Cadre
5
+1 defense point
6
+5 to the number of turns a supply depot lasts
7
Advanced Air Raid: You may subtract 2 from the defenders defense points and you
can also move through 1.5 territories per turn. This is not stackable by gainin
g this upgrade again
8
+1 unique equipment (don't make it overpowered, and make sure it is of an approp
riate points value)
9
Fearless (+35 pts) or Stand your Ground! (this upgrade allows you to halve the n
egative campaign modifiers (rounding down), you may take this upgrade again as i
f it were a +1 upgrade, but the effect will be that negative Ld modifiers, at a
campaign scale, do not affect your army)
Ethereal's Chosen Warrior: You have truly proven yourself as a great commander
for the Greater Good.
Requirements: +1 BS, +5 to supply turns, +1 Cadre, +1 attacking or defending arm
y,
Benefits: Any infantry unit within 12'' of the commander can add 1 to the number
of shots they get with their ballistic weapons. This will force you to subtrac
t 1 from the number of turns until you run out of ammo when cut-off, however. In
addition, all firewarrior squads can shoot 3 shots if they are within 6'' of th
e enemy. (+40 pts)

Tyranids
Defender:
The tyranids do not defend planets. They conquer them and devour all biological
matter. They then leave to do the same thing on another planet. They therefore
may never be the defenders during a campaign.
Tyranids Special Rules:
Special Rules:
Tyranids ignore any negative campaign Leadership modifiers
Tyranids move through 1 territory per turn
Tyranids can convert the planet as they attack it. How this works: If the Tyran
ids have a territory for 3 turns or more, then it will turn into a Tyranid waste
land. This has the affect of causing 2D6 casualties within enemy ranks caused b
y toxins if you move through it. Roll to see if they survived as if you would f
or normal casualties.
Tyranid Wastelands also destroy everything within them. All buildings and popul
ations.
Tyranids have 6 Landing Zone attacks.
Tyranids only care about one thing: consuming. Regardless of what the objective
would normally be, the objective for Tyranids is always to take the entire plan
et in order to eat its life.
Tyranids still need to feed their meat. They still must follow the supply lines
rules, but any territory that had a population center over 2 billion people wil
l be converted into a FFM for the Tyranids. Population centers between 50 mil a
nd 2 bil will yield 20 turns of supplies. Population centers below 50 mil will
yield 10 turns.
Tyranids may not use any enemy structures, they must use population centers for
supplies. They do not need any fancy building to regain apocalyptic units. Keep
in mind that, for the exhaustible reserves rule, each tyranid wound counts as a
tyranid meaning a Carnifex actually counts as 4 tyranids.
Tyranids have 0 defense points and can not gain any.
Tyranids have a strategy rating of 1.
One tyranid attack force will be called a Fleet Tendril. This consists of 50,00
0 tyranids. It is not easy to exhaust a Tyranid force...in fact, usually near i
mpossible.
Horrifying monsters. The defenders of the planet will suffer a -1 Ld modifier i
f they fail a leadership test at the beginning of each battle (this goes off of
the commander's leadership). Any squad that has preferred enemy Tyranids will no
t be affected by this.
All Tyranid Monstrous Creatures ignore all negative campaign modifiers.
Tyranids can not loot enemy supplies.
Tyranids have 1 attacking point standard
In addition to the standard attacker strategems, Tyranids may choose the followi
ng:
Hypertrophic Flora

Specific Experience for Tyranid Independent Characters


0
+1 WS or BS (+10 pts)
1
+1 A or I (+15 pts)
2
+1 S (+25 pts) or T (+30 pts) or W (+ 40 pts)
3
+6'' to the radius of your synapse range
4
+1 Fleet Tendril
5
+50,000 tyranids to each of your fleet tendrils
6
+1D6 to the number of enemy casualties in a Tyranid Wasteland.
7
-1 Ld to the defenders of the attacked planet.
8
Psychic blade: This blade guides the blows of the beast wielding it. You may re-
roll misses in close combat each turn.
9
+1 attacking army
Lord of Amorphous Flesh: As you grow, a strange change comes over you.
Requirements: +1T, +1W, +1S,
Benefits: Your flesh becomes almost amorphous in its ability to take damage. Yo
u now are not affected by any weapon less than strength 5. (+20 pts)

Interplanetary and Interstellar Campaigns


Interplanetary Campaigns
Planetary campaigns include a few minor differences. One of which is extended s
upply lines. These are supply lines that extend beyond a planet. You can conne
ct any territory, with a spaceport, with any other territory with a spaceport.
This is the only way to connect one planet in a system to another within the sam
e system. With this system, you could be cut-off on a planet, but if you have a
supply line to another planet you control (or just a supply area on that planet
) you would not, in fact, be cut-off. This supply line applies to everything in
cluding factors such as replenishing Apocalyptic units.
Planetary campaigns also include assaulting other planets. How this works: You w
ill start the campaign as normal on one planet. You can attempt an attack on an
other planet by doing the following: Move a mobile army to a spaceport. Declare
the LZ on the other planet just as you normally would at the beginning of a cam
paign. Keep track of this territory because it will be one territory towards yo
ur limit of LZs on this planet. The number of LZs you can choose on a new plane
t is equal to the number of LZs you could place at the beginning of the campaign
. These LZs will be the only place you can attack the planet (this means if you
lose the territory and then attempt to gain a foot-hold again you must attempt
it on one of the chosen LZ locations.), unless otherwise stated.
It takes a full turn to load up a mobile army. This means it would take a campa
ign turn (or more) to get to a territory with a spaceport, another turn to load
the army into the ships, and then another turn to attack one of the new proclai
med LZs.
Keep in mind that this attack is going to be Planetary Assault. Work it out jus
t as you normally would for the beginning of a campaign.
If you fail at the invasion, your mobile army will not be destroyed, it will ret
reat back to the fleet which will drop them off at a randomly chosen space port
on the planet that they came from.
Interstellar Campaigns:
This is completely open to the campaign players. I won't put down any solid rul
es, but simply be creative in this matter. If you really want to have multiple
systems in one campaign, you could make some very fun and interesting rules for
the scary endeavor of deep space travel. I may do so myself, but I will first s
ee if this campaign system is even worth a damn by testing it out a bit.

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