Campaign Rules

By Nikolaj P P

v0.833 Playtest Version : Jan 18 2000

These rules are created for playing Warhammer 40K battles (3rd ed.) in a campaign. I have got inspiration from other suggestions for campaigns at the internet and from different strategy games, but basically this is my own ideas and my own work.
Please mail any comments or suggestions to me at: npilgaard@hotmail.com

Note that all Warhammer40K products are © Games Workshop Ltd. These rules are unofficial and intended as a supplement only.

The main idea of the campaign is that it can be played by multiple players (potentially any number of players). The players give orders to their armies simultaneously, and the orders are carried out simultaneously, so the standard 'player 1 then player 2 then ...' turns are avoided. Thus a large number of players can play against each other without having to wait for each player to move his armies etc.
The current version of the game is played by all players decide their movement, movement is carried out, all players decide their battle-orders and battles are fought. So the players have to meet to play the turns. But I plan to create a simple computer program to handle it (same idea as in 'VGA-planets'). The players give orders, that are saved in a file, which is e-mailed to a 'host'/'game-master'. He then runs a program which carries out the movement orders (secretly) and saves the results in files, that are returned to the players. They are then able to see the status of the game, and which battles they have to fight. The players then have to meet and fight the battles, and mail the results to the host. When all battles are fought, the host mails result-files to the players, and a new turn begins. I hope to create a simple game to play the battles on the computer too, so people don't have to meet, if it is inconvenient. But this is still just a plan...

Special Rules are included for the following armies are based on the codex': Space Marines, Blood Angels, Imperial Guard, Chaos, Dark Eldar.
Special rules for the remaining Armies (Eldar, Orks, Tyranids, Sisters of Battle) are based on the WH40K Rulebook, and not yet fully completed (it is still possible to play them with the special rules given, or you can create your own special rules).


The Rules


The contents of the rules:

 



Glossary

·  Airspace: The map is divided in a number of airpaces of roughly equal size. These Airspaces does not have any physical boundaries etc, but are just a convenient way to split up the map for airmissions.

·  BP: Build Points. Points used to pay the cost to build, upgrade and repair detachments, garrisons, Urban Hexes etc. Urban hexes and convoys can store BP. 1 BP = 1 WH40K point of cost for models

·  Capital: Each player has one urban hex, which is his capital

·  Production Hex: A Hex where models etc. can be built. RP transported to a Production Hex are converted to BP. An Urban hex is a production hex.

·  Rare: Some special units, models or items are considered 'rare'. Each player can have no more than one of each 'rare' unit, model etc. in his entire army(fx a Dark Eldar player can have a max of one Shadow Field in his army). Should not be confused with 'very rare' (see below)

·  Urban Hex: A hex with a Urban settlement. Can be of 4 sizes: Village, Town, City or Metropol. Can store BP. Is a production hex.

·  RP: Resource Points. Generated by a Resource Hex each turn. Must be transported to a Production Hex to be converted to BP.

·  Very Rare: Some special units, models or items are considered 'very rare'. Each player can have no more than one of each 'very rare' unit, model etc. in his entire army. If a 'very rare' unit etc is lost, then a new one cannot be built in the next 2 turns (i.e. a new one can first be built after 3 turns). Should not be confused with 'rare' (see above)

·  VP: Campaign Victory Points. Each player gets VP for winning battles. Note: VP are not the same as the victory points used to determine the winner of a battle.

·  ZOC: Zone Of Control. An army's zone of control is the hex it occupies, and all adjacent hexes, except adjacent hexes that are occupied by an enemy army. Armies whits have a ZOC or blocks ZOC in the hex they occupy are the following: detachments and garrisons. Convoys, Resource Hexes and Urban Hexes alone does not exert ZOC.



Map

The strategic map consists of hexes with different terrain. The map is divided in anumber of Airspaces. A home race for the world must be determined (often human).
The terrain should be created before starting the game.
Start size: varies, but for a relatively quick game between 4 players a 11*10 hexes map would be fine. (click here for an example of such a map with terrain.).



Start

Starting conditions
Control: each player controls a number of hexes.
Capital: Each player has a Capital (a Metropol/size 4) Urban Hex (own race) with a Major Spaceport, an Espionage Center, a Prison, an Airbase, and a capital Fortification.
Urban hex: Each player controls one or more urban hexes (own race). Roll 1D6 for each to determine the size:
    1D6 size
    1-3    1
    4-5    2
      6      3
Resource Hex: Each player controls one or more resource hexes. Roll 1D6 for each to determine the RP-yield:
    1D6 RP
      1     50
2 100
3 150
    4    200
      5     250
6     300
BP Each player starts out with a number of BP in the capital, and receives BP as 'reinforcements' in the Capital each turn.
These starting BP can be used to build detachments in the Capital, build or upgrade Urban hexes, buildings and Strongholds, to build garrisons (placed in the strongholds, not 'garrison-detachments'), or saved for later in the game.
(For the meanings and definitions of various terms, see the Glossary above, and explanations later in the rules)
Placement. The player may place the Urban and resource-hexes in any hex under his control, but the placement must be done according to the following restrictions:

·  The Capital-hex must have 6 adjacent hexes (i.e. not on the edge of the map), and they must all be under the players control.

·  The other Urban-hex must be at least 2 hexes away from the Capital.

·  All Resource-hexes must be at least 3 hexes away from any other Resource hex.

·  All Resource-hexes must be at least 2 hexes away from the Capital.

·  A Resource-hex must have 6 adjacent hexes.

·  A hex can only contain one Resource hex or Urban hex.

Roads: After the placement the player gets a number of free (i.e. no BP cost) roadbuild actions (see 'Roads' in 'Build phase').

3 Player game
For a relative small game:
Map: see example below
Airspaces: The map is divided in Airspaces, see example below.
Each player begins the game with:
Control of hexes: see example below.
5000 BP. 'Reinforcements' in the Capital: 300 BP/turn.
1 Capital and 1 other Urban hex
2 Resource hexes
5 Free Roadbuild actions
Example: Click here to see an example of a map.

4 Player game
For a relative small game:
A 11*10 hexes map:
Airspaces: The map is divided in 3*3 Airspaces, roughly 3-4 hexes*3-4 hexes.
Each player begins the game with:
Control of the hex one hex away from a (random) corner of the map, and of all hexes within 3 hexes from this hex (i.e. the entire area around one corner of the map)
5000 BP. 'Reinforcements' in the Capital: 300 BP/turn.
1 Capital and 1 other Urban hex
2 Resource hexes
5 Free Roadbuild actions
Example: Click here for an example of a startsetup.

Different number of players or different map

The starting conditions may be altered to suit other circumstances.



Turn sequence

All players complete each phase before the next phase begins.

1. Build
2. Air Mission orders
3. Movement orders
4. Air Missions
5. Movement
6. Battle orders
7. Battle movement
8. Battle
9. End of Turn



1. Building phase


Players build, determine resource transport routes, can transfer captives and conduct diplomacy.

Resource Transport Routes
For each resource hex controlled, a resource transport route must be selected. It must go from the resource hex to a production hex. RP (Resource Points) from the resource hex are transported along the route in the End of Turn phase, and converted to BP (Build Points) in the production hex.
The length of the route is measured in MP (in the same way as convoys and detachments is moved, see Movement phase below ). The transport of resources counts as wheeled vehicles for terrain purposes.
The route must go through friendly controlled hexes only. If the route os more than 6 MP long then [10% pr. additional MP] of the RP transported are lost.

Build Points BP
Each production hex holds BP, initially each hex holds 0 BP.
Each player gets the following BP (Build Points) in each production-hex at the start of every turn:

·  BP generated by itself if it is an Urban hex (amount depends on size, see below*).

·  The 'Reinforcement'-BP that arrive in the Capital (Only if there is a speceport in the Capital. The amount may be lower if intercepted by enemy, see Air Missions, below).

·  +1 BP for each RP succesfully transported to the hex (These BP are gained in the End of Turn phase)

·  +10 BP pr. VP more than the player with the lowest VP-total (i.e. the player with the fewest VP's get 0 BP, the player with most VP gets most BP)

·  -1 BP pr. 25 pts. of armystrength (i.e. pointvalue) of detachments (not garrisons) (this is maintenance-cost).

Each player can then use the BP to build or repair detachments, garrisons, build or upgrade Urban hexes and buildings or Strongholds and defences, or save the points for later.
The BP expended are taken from the BP availible at the production hex, where the army/etc. is built.
Convoys can be created (they are free) in any production hex with at least 50 BP left. At least 50 BP (but no max. amount) must then be transferred to the convoy from the production hex. Any number of convoys can be created in any production hex, as long as each convoy has at least 50 BP.

Detachments
One BP equals one point of cost from WH40K-rules and codex' etc.
Old detachments or garrisons may be bought new models/units or new detachments may be built.
Building Detachments
Detachments must be built according to the following restrictions:

·  Max size: 1500 pts

·  Min size: 750 pts

·  The highest ranking HQ-type (i.e. Colonel, Force Commander etc.) is considered 'rare' (i.e. a total of max. 1 'supreme commander' is allowed in the entire army at any time).
Other detachments must then be lead by lesser HQ leaders (captains, commanders etc.)

·  Special characters may be used, but only once. If they dies, they cannot be bought again. They may be used in addition to the 1 "supreme commander" (he is considered second in command, if the special character is the overall commander). Even special characters, which normally needs an army-size of 2000 pts. may be used, but max. one in each detachment, and the detachment must be of min. 1200 pts startsize.

·  Unit-types restricted by '0-1' in the army-lists are considered 'rare' (i.e. a total max. of 1 unit of each unit-type restricted by '0-1' in the army-lists, is allowed in the entire army at any time).
Other restrictions of numbers (i.e. '0-2' etc.) counts only for the detachment, as usual.

·  Standard-mission-composition (min. 2 troops etc.) for each detachment, except garrisons.

·  A Detachment may only be built in the Capital or in an Urban hex with a Strategic HQ. It arrives in the game in the build phase in the turn after it is built (i.e. it takes one full turn to build a detachment). It is then deployed in that hex or if this is occupied, in the nearest unoccupied hex. There can be a max. of 1 detachment in a hex.
Exception: Some races may have some types of new detachments (build in the Capital or in a Urban hex with a sufficient Spaceport) start in orbit.

·  An Urban hex can only build models, for which it has the required buildings (see buildings below*)

·  A detachment in any adjacent hex adjacent to the Capital or in any production hex, may replace lost models (i.e. new models of the same type may be built, according to normal building restrictions ).

·  Only lost/dead/destroyed models can be rebuilt, not wounded or captured.

·  A new detachment may not be built in a hex as long as there is any detachment which can be reinforced by that hex (i.e. the old detachments that can be rebuilt must be fully rebuilt before any new detachments can be built).

Disbanding
Models or detachments can be disbanded in the start of the turn.
A player that disbands gets half the BP-value of any combat ready (i.e. not wounded or damaged) models that are disbanded, if they are in in or adjacent to the Capital or any Urban hex with a Strategic HQ. If they are in any other hex, then no BP are returned.
If models are disbanded, they count as lost, (i.e. the detachment structure remains the same).
If a detachment is disbanded all models in it are disbanded.
Changing
In the start of the turn models may be transferred from one detachment to another, if they are in adjacent hexes, or between a garrison and a detachment, if they both are in the same hex. Only models that fit into the existing detachment/garrison structure (i.e. replaces similar models, whether wounded or dead) may be transferred. Special and heavy weapons and special equipment does not follow the models, but stays with the unit (except for vehicles, and wargear and personal equipment).
In the start of the turn the structure of a detachment may be changed, if the detachment is in the Capital hex or in any adjacent hexes, or in an Urban hex with a Strategic HQ. Units may be disbanded or added, following the normal rules for building detachments.

Special Detachments:
Armies may have special detachments, max. 1 detachment out of 3 can be a type I detachment, and max. 1 detachment out of 5 can be a type II detachment. The number of normal detachments must be higher than the number of special detachments. (i.e. fx 2 normal and 1 type II; or 6 normal, 2 type I and 3 type II)
For the different race's special detachment-types see Races: Special Rules

Garrisons:

Garrisons can be created in Strongholds by 'settling' garrison-detachments (see below).
The cost for building garrison-detachents is half the normal cost (i.e. 1/2 BP pr WH40K-point cost) Max. size depends on Stronghold-size:

Camp: 250 pts.
Fortification: 500 pts.
Capital Fortif.: 750 pts.

Note: these max point values are the WH40K-point cost, not the BP cost (i.e.: for instance: the largest garrison allowed in a camp is a 250 pts garrison, which would cost 125 BP) Garrisons can not move.
Their composition must be as follows:

HQ: 0-1
Elite: 0 (no elites allowed in garrisons)
Troops: 1-4
Fast Attack: 0-1
Heavy Support: 0-1

There can be max. 1 garrison in each Stronghold.
Garrisons can never leave the hex or be changed back to 'garrison-detachmnets'.
1 garrison and 1 detachment can both occupy the same hex at the same time.
Garrisons or part of them can be disbanded in the same way as detachmnets. If only parts is disbanded, the garrison must still follow the above composition.
Garrision-detachments may be built in the same way as normal detachments (takes one turn), but must follow the composition of garrisons. When built a target Stronghold must be selected, and the 'garrison-detachment must then move to that Stronghold as quickly as possible, and 'settle' (i.e. change to a regular garrison). They must always select the combat order 'Guard'. They move like ordinary detachments, but do not count at all when determining the number of detachments, and they cannot gain DXP.


Strongholds

Strongholds can be built in any hex controlled by the player (incl. Resource and Urban hexes), but not in enemy ZOC. Max of one Stronghold pr. hex.
BP are taken from the Capital or from an Urban hex within 3 hexes.
A Camp must be built first, and then upgraded. Only one upgrade pr. Stronghold pr. turn, and no upgrades in the turn it was built, and no upgrade if hex in enemy ZOC.

----------------------

Cost (BP)

Camp

100

Fortification

+150

Capital Fortif.

+250

Fortification or Capital Fortifications are upgrades, that can only be built on an existing camp or fortification, respectivily. Capital Fortifications can only be built in the Capital.


Defence

Defences can be built in Strongholds, according to the following limitations:

Stronghold \ Max.#

Turrets

Towers

Walls

Bunkers

Other (max. pts)

Camp

0

1

0

2

50

Fortification

1

2

2

2

100

Capital

2

4

4

2

150

BP are taken from the Capital or from an Urban hex within 3 hexes.
Defences can be disbanded in the start of the turn for half BP value.
Turrets:
Armour: 12, BS: 3. Destroyed by first penetrating hit. First Glancing hit makes the turret unusable for the rest of the battle.
A turret may be mounted on the ground or in a turret-tower (see below)
Not all weapons are allowed. Some weapons are preferred by the differetn races, reflected by a lower cost.
Unless noted otherwise all turrets have twinlinked weapons

Turret-weapon--------

BP Cost

Cost(pref.)

Imp.Gd.

Space Mar.

Chaos

Eldar

Dark Eldar

Ork

Tyranids

Sisters of B.

Battle Cannon**

100

75

+*

 

 

 

 

 

 

 

Plasma Cannon

90

70

+

+

 

 

 

 

 

 

Las-cannons

90

70

+*

+

+

+

 

 

 

 

Missile-Launchers

80

60

+

+*

+*

 

 

 

 

 

Auto-cannons

75

55

+

 

+*

 

 

 

 

 

Heavy Bolters

65

50

+*

+*

+

 

 

 

 

+

Darklance

90

70

 

 

 

 

+*

 

 

 

Disintegrator

95

75

 

 

 

 

+*

 

 

 

Splinter Cannon

65

50

 

 

 

 

+*

 

 

 

Shuriken Cannons

65

50

 

 

 

+*

 

 

 

 

D-Cannon**

75

55

 

 

 

+*

 

 

 

 

Scatter Laser

75

55

 

 

 

+*

 

 

 

 

Big Shoota***

55

40

 

 

 

 

 

+*

 

 

Rokkit Launcha***

50

35

 

 

 

 

 

+*

 

 

Lobba*

65

50

 

 

 

 

 

+*

 

 

Zzap****

65

50

 

 

 

 

 

+*

 

 

Inferno Cannon

40

30

+

+

+

 

 

+

 

+*

 

 

 

 

 

 

 

 

 

 

 

*=preferred weapon
**=not twin-linked
***= BS 2
****=not twin linked. Automatic hit

Weapon Towers
Cost: 50 BP
Armour: 11
Damaged like a bunker.
Can hold one squad (max. 10 models).
If a squad is deploymened in the tower, then one of the squads heavy weapons can be mounted on top of the tower. If the gunner of the hvy.wpn. dies, the owning player may always (even vs flamers) choose another casualty from the same unit (another model mans the gun, that is what the tower is for).
The tower gives a cover save of 4+ to any model on top of it.
Anti-Air Tower
A Wapon Tower can be upgraded to an AA-Tower(Anti-Air) at no additional cost. It can then no longer hold any squads, but are armed with AA-weapons (BS 3) (***see later).
The races arms their AA-Towers as follows:
Imp.Gd: Hydra-armament(2 twin-linked autocannons)
Space Marines: Twin linked Missile launcher
Chaos: Twin linked Missile launcher
Dark Eldar: Darklance
Eldar: Pulselaser(~twin linked lascannon)
Ork: Twin linked Big Shoota (BS 2)
Tyranid: -
Sisters of Battle:Twin linked Heavy Bolter
Turret tower
A Wapon Tower can be upgraded to an Turret-Tower at no additional cost. It can then no longer hold any squads, but are armed with a turret (see above). The BP cost of the turret must be paid, and the turret counts, for purpose of maximum number of turrets.
Radar-Tower
A Wapon Tower can be upgraded to a Radar Tower for +25 BP. It can then no longer hold any squads, but increases the sight radius of the Stronghold to 2 hexes.
Immobile batteries
Cost: 50 BP
BS: 3
Armour: 10
Destroyed on any penetrating hits. Glancing hits makes the battery (weapon) unusable for the rest of the battle.
Takes the space of one Weapon Tower.
Imperial Guard
Earthshaker: One Earthshaker cannon.
Hydra: 2 twin-linked autocannons, AA-wpn.
(see http://www.thewarp.net/war/imperial/imparmor.htm )

Other defences
Note: the above max. is not max. # but max. BP spend.

-----------------------

Cost (BP)

Razorwire, 6"

6

Tank Trap

8

Trench, 6"

10

Minefield, 4"*8"

20

Booby Trap

20

Wall-section

20

Gun placement

25

Bunker

50

Bunker: as in rulebook. Does not count against the 'other-defenses' limit, but against the # of bunkers limit.
Wall-section: Models on top: 4+ cover save, Armour 11, damage rolls as bunker, but area effects weapons +2 to dmg.roll.(***)
Gun placement: 4+ cover save. Can not be destroyed (like trenches etc).


Urban Hexes
Urban hexes contains urban settlements. A Urban hex is also a production hex, but it can only build what its buildings allows (see below*).
A village (and thus a Urban hex) can be built in any controlled hex, except in a Resource hex and in enemy ZOC. It must be at least 2 hexes away from any other Urban hex. A new built Urban hex is of the same race as the players main force (i.e. humans, etc.). Upgrades are Town, City and Metropol. An Urban hex can only be upgraded once pr. turn, but not in the same turn as it was built, or if it is in enemy ZOC.
BP for a new village are taken from the Capital or from an Urban hex within 3 hexes. BP for upgrade must be from the hex itself
All Urban hexes automaticly have roads (no roadbuild actions required)

--------------------

Size

BP generation

Cost

Village

1

25

200

Town

2

50

+300

City

3

75

+500

Metropol

4

100

+1000


Buildings
Buildings can be built in Urban hexes if the size is high enough. BP are taken from the Urban hex where the building is built. The buildings allow different options for that hex. Only one building of each type in an Urban hex

Building --------------------

Min. Size

Cost

Maintenance

Allows

Barracks

1

50

10

Troops

Training Facilities

3

200

20

Elites

Academy

3

200

20

HQ

Light Factory

2

100

20

Light Vehicles

Heavy Factory

3

200

30

Heavy Vehicles

Minor Space Port

3

300

50

HQ, Troops

Major Space Port

4

+300

100

HQ,Tr,El,FAtt,HSup

Espionage Center

3

200

30

Spies

Strategic HQ

3

300

30

Create/modify Detachm.

Prison

2

100

10

Hold captives

Minor Airbase

2

100

30

Holds 1 air squadron

Major Airbase

4

+200

50

Holds 2 air squadrons

Medic Center

3

200

20

Heals wounded

Repair Facility

3

200

20

Repair dam. vehic

Taxation Office

1

100

10

BP output +50%

'Exploitation' Center

2

+100

0

BP output +100%

Embassy

4

300

30

Diplomat

Vortex Portal*

4

300

30

Demon detachments

Aspect Shrine**

2

100

20

Aspect Warriors

Gladiator Arena***

2

100

20

Wyches

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

*=chaos player only. In capital only.
**=eldar only. May build one per type of Aspect Warrior in each urban hex
***=dark eldar only

The allowed production are only general guidelines, and only for Urban hexes of the same race. Each race has a specific description of what each building allows to produce (see Races: Special Rules).
Production is not allowed in the same turn as the building is built.
A building can be 'disbanded' in the build phase. It is then lost, and 50% of the BP cost is then returned. If more than one building are disbanded in one turn, then BP are only gained for the first one.
The maintanence cost is paid from the hex's BP at the beginning of each turn. If a buildings maintanence is not paid, then the building is disbanded.
Additional notes for specific buildings:
Space Port Works only if the Airspace in which the hex is located was not enemy controlled last turn.
A Major Spaceport is an upgrade of a Minor Spaceport.
Espionage Center Allows spies to be built, max of one pr. turn: Cost 100 BP, MV 6 (as infantry), No ZOC. Spies are invisible (i.e. can not be seen by other players). Each Espionage Center can support a max of 3 spies at any time (i.e. when 3 spies are built by the center no more may be built until one of them is lost).
Strategic HQ Allows changing of structure of Detachments in the hex, and the creation of new detachments in the hex (only of units that can be built there).
Prison Captives can be transferred between the prison an a detachment in same hex at the start of turn.
Airbase A player has one Air squadron for each Airbase.
Medic Center Detachments that 'Recover' in the hex: all wounded models recover automaticly.
Repair Facility Detachments that 'Recover' in the hex: all damaged vehicles repaired.
Taxation Office BP generated by the Urban hex is increased by 50%. There must be at least a Camp with a garrison or a detachment in the hex for the BP bonus.
'Exploitation' Center Upgrade of Taxation Office. Can only be built in occupied Urban hexes (i.e. not in Urban hexes of the players own race). Needs at least a Fortification with a Garrison or a detachment to 'exploit' (get the BP bonus). Roll 1D6 each turn 'exploiting': on '1' the size of the hex decreases by 1 (loses all bonuses from buildings that requires a larger size)
Embassy Can only be built in the Capital. Allows a diplomat to be built: Cost 100 BP, MV 6 (as wheeled vehicle), No ZOC. Each player can only have one diplomat at any time.

Roads
Each player has a max. number of Roadbuild actions every turn equal to the number of Urban Hexes size>=2 that he controls.
A roadbuild action costs 50 BP (paid from the capital or any Urban hex within 3 hexes of the hex where the road is built). A road is then build between two adjacent hexes both controlled by the player and not in enemy ZOC.
If the terrain is plains in one hex, but not pure plains (i.e. forest, hills, contains a river etc) in the other, then the road is only built on 3+ on 1D6. If the terrain is 'non-plains' in both hexes, then 5+ on 1D6 is needed. The BP are still paid in case of a failed roll (i.e. even if the road is not built). Other roadbuild actions may be used to attempt to build the road later on.

Transfer Captives
Captives can be transferred between a detachment and a prison (either way), if the detachment is in the same hex as the prison, or between detachments if they are in adjacent hexes. Only whole captive detachments can be transferred in this way, not single models or units.
When a captive detachment is transferred to a prison (only the first time after its capture) the capturing player gets BP equal to 1/4 of the detachments point value (represents traitors, converted models and slave labour) and information about one detachment, stronghold (incl garrison) or Urban hex (like spy-info) of the same player as the captives.

Diplomacy
Players that control adjacent hexes and each have a capital may conduct diplomacy. They can arrange BP transfer, releasing of captives (only whole detachments, only captives in a prison, and not captives transferred to a prison in the same turn), treaties, and other deals and agreements (fx willingly leaving a Resource hex for the other player to take etc). The general conditions of any agreements are made known to all other players, as well as if the agreeing players keep the deal.
BP transfered and released captives arrive in the capital at the end of the turn. Released detachments has to be rearmed in a build phase (BP cost: 1/4 of the detachment value). Until it is, it has MV=2 and can only select the movement orders: 'selected path' and 'guard' and only the battle order 'guard'.
Treaties
There are two kinds of treaties: non-agression pacts and allliances.
Non-aggression pact: May not enter hexes controlled by partner, claim partners hexes or attack partner. Intercepting Airsquadrons dont negate partners airsquadrons, but control of Airspace can not be archieved if partner has non negated intercepting AirSquadrons in same Airspace.
Alliance: May not attack partner or claim partners hexes. May enter hexes controlled by partner, and may support partner in combat. Airspaces may be controlled by both players.
Race relations
The relations between the different races are very different. Races are only allowed to cunduct treaties as follows:

-----------------------

Non-aggression pact

Alliance

Imperial Guard

IG,SM,El,SoB

IG,SM,El,SoB

Space Marine

IG,SM,El,SoB

IG,SM,El,SoB

Chaos

Ch,DE,El,Ork

Ch,DE,Ork

Dark Eldar

DE,Ch,Ork

DE,Ch

Eldar

El,IG,SM,Ch,SoB

El,IG,SM,SoB

Ork

Ork,Ch,DE

Ork,Ch

Sisters of B.

IG,SM,El,SoB

IG,SM,El,SoB

Tyranid

Ty

Ty

Secret Diplomacy
If a player has a diplomat in another players capital, then secret diplomacy may be conducted between the two players. It is just like normal diplomacy, except that other players don't get informed about it.


2. Air Mission Orders

**Simplified version. More advancet rules will be added later
Each player has one Air Squadron pr. Airbase he controls. Each Air Squadron can be given one of the following missions. Each Air squadron can carry out its mission i in any one Airspace:

·  Intercept Negates one enemy Airsquadron (i.e. negates the enemy mission) in the Airspace. If an enemy Air Squadron is also intercepting in the Airspace, the two negates each other. A player controls an Airspace for the turn, if he has a non-negated intercepting Air Squadron in it.

·  Recon Effectivenes: 1D6:

1 : No info
2-3: Location of Urban hexes in the Airspace (as if seen by detachments within scout range)
4-5: Location of Urban hexes and Resource Hexes in the Airspace.
6: Location of Urban hexes, Resource Hexes and detachments in the Airspace.

The hexes are only visible for the rest of the turn.

·  Strategic Bombardment Bomb one Urban hex (selected when mission ordered) in the Airspace. Roll 1D6, -1 pr. AA-weapon in the hex:

1-2 : No damage
3-5 : One random building destroyed
6 : 1-3 random buildings destroyed, Urban hex size -1

·  Tactical Bombardment May give air-support to one detachment or garrison in the Airspace in the same turn. The target detachment must be chosen in the Battle Order Phase.
For Air Support: see battle phase.

The players only gives the orders in this phase. The missions are not carried out until the Air Mission phase.
Control of Airspaces: Skimmers: Prevent enemy skimmers of 'flying high' (see movement).
Capital 'reinforcement'-BP: If an Airspace containing an enemy capital is controlled, then the 'reinforcement'-BP that should arrive in the Capital in the next turn are attacked. The player owning the capital rolls a number of D6:

1D6 if there is a Fortification in the Capital
+1D6 if it is a Capital fortification
+1D6 pr weapon tower
+2D6 pr AA-tower

For each 3+ rolled, 50 BP evades the attackers and arrive in the Capital in the next turn (max: the normal number of 'reinforcement'-BP). This is instead of the normal 'reinforcement'-BP that would normally be received i the capital in the next turn (i.e. if no 4+ are rolled, then the capital receives 0 BP as 'reinforcements' the next turn).
For each enemy airsquadron beyond the first in the Airspace, the number needed on the D6 is increased by 1, up to a max of 6 (i.e. if an enemy player controls the airspace with three airsquadrons, then the owner of the capital need to roll 5's or 6's to get BP).


3. Movement Orders


Each player gives each of his detachments,convoys, spies and diplomats a (secret) movement order.
Note: The orders are not carried out until the next phase.
Detachments can be given the following orders:

1. Specified path
2. Follow detachment (lose initiative)
3. Advance (lose initiative)
4. Guard
5. Recover
6. Move and claim
7. Claim area
8. Reserve Movement

Convoys can only be given the orders 'Specified path' and 'Guard'.
Garrisons always have the order 'Guard'.
Skimmers. Detachments containing only Skimmers can select to 'fly high' (see 'Movement Phase' below). If they chose this, the only orders that can be given are 'Specified Path' and 'Follow Detachment'.
Diplomats can only be given the orders: 'Specified path','Follow detachment' and 'Guard'
Spies can only be given the orders: 'Specified path','Follow detachment' and 'Guard'

Weak detachments
(***This rule should possibly be removed)
A detachment with less than 500 p. of combat ready models, must do one the following:
1. Choose 'recover'. Only if the detachment at some time can get more than 500p worth of models by the recovery of wounded or damaged models.
2. If already in a Stronghold: stay there.
3. Move towards the nearest unoccupied (i.e. no detachment) Stronghold.
4. Move towards the capital.
(***+special options for Computer Game)
1. Specified path
The detachment moves along a specified path of hexes up to its movement allowance.
2. Follow Detachment
The detachment waits until all other detachments have moved, and then moves toward the target detachment (or toward its last known position, if out of sight).
3. Advance
The detachment does not move, except if an enemy detachment enters it sight radius. At the end of the phase it then moves forward towards the enemy detachment.
4. Guard
The detachment does nothing. Garrisons always counts as having this order.
5. Recover
Cannot be chosen if the detachment is in enemy ZOC.
The detachment does not move, but instead concentrates on medic attention and repairs.
All wounded and damaged models gets a recover-roll (as in the end of the turn).
If the detachment is in a hex with a Medic Center, then all wounded models recover automaticly.
If the detachment is in a hex with a Repair Facility, then all damaged vehicles are repaired automaticly.
6. Move and Claim
The detachments MV is halved (rounded up), but every hex it enters is claimed (see below*)
7. Claim Area
The detachment can not move, but the hex it occupies and all adjacent hexes are claimed, except hexes occupied by an enemy detachment or garrison.
8. Reserve Movement
As 'Specified path' exept:
Detachments MV increased by 2, but it can only move in hexes controlled by the player, it can not move within 2 hexes of an anemy, at it has to chose 'Guard' (i.e. do nothing) as the Battle Order after the move.


4. Air Missions

The Air missions are carried out.
First any intercept missions are resolved, to see which enemy missions are cancelled, and which players control which Airspaces.
Then nonnegated Strategical Bombardment missions, and then nonnegated Recon-missions.
Nonnegated Tactical Bombardment Missions can give Airsupport, which must be declared in the Battle Order Phase.


5. Movement


The detachments are moved according to their orders.
Movement
Initiative: 1D6+strategy value (one initiative roll pr. player)
If two or more players have the same initiative, they (only) roll a die (unmodified), until it is determined who gets to move first.
Movement:Each player moves his detachments (except those who automatically loses initiative), convoys, spies and diplomat in turn, following the initiative. The player decide in which order his detachments are moved.
A detachment can move through a friendly detachment, but it can not end its movement in a hex occupied by another detachment. One detachment and one garrison may be in the same hex together. Any number of convoys (incl. from different players) can be in a hex together, and they can be in the same hex as a detachment, a garrison or both. A detachment (or convoy) can not enter a hex occupied by enemies (except enemy convoys) in the movement phase. If a detachment or convoy enters an enemy ZOC (i.e. enters a hex adjacent to an enemy occupied hex), it must stop its movement immediately.
If a detachment enters a hex with an enemy convoy, then the convoy is captured along with all BP. It may not move any more in the turn.
Diplomats move like convoys. If a detachment enters a hex with an enemy diplomat, the diplomat is destroyed.
If a detachment enters an enemy Urban hex, then the hex is automaticly captured (see below)
When all players have moved their detachments and convoys, then they move those detachments that automatically lost initiative, one player at a time, in reversed order (so the player with the highest initiative moves last).
When all players have finished all moving, then all 'claiming' are resolved (see below).
Spies
Spies does have to not stop when entering enemy ZOC. Has no effect on enemy movement. Must stop when entering a hex occupied by enemy detachment or convoy, or when entering an enemy Urban, Resource hex or a hex with a Stronghold. The spy is then 'infiltrating': Roll 1D6. On a '1' the spy is caught: The enemy player gets information about the Urban hex (incl. any Stronghold in the hex) in which the spy was built, as well as info about one random detachment owned by the spy's owner. The spy is the killed.
Otherwise the spy infiltrates succesfully. He now automaticly follows the detachment or stays in the Resource/Urban/Stronghold hex. He can then try to get information in the 'Battle order' phase. The spy can automaticly infiltrate ('shift to', no dieroll) another detachment/Resourcehex/Urbanhex/Stronghold in the same hex as his target.
A spy can disengage his target and move alone again. He can then infiltrate new targets (require a new die-roll).
If his target loses a battle or is captured, then the spy automaticly disengages.

Movement Allowance (MV)
A detachment can move according to its type:
Infantry: MV 4
Vehicles: MV 6
"Fast Detachments": MV 8
Convoys: MV 6. They count as 'wheeled vehicles'.
Diplomat: MV 6. Count as 'wheeled vehicle'.
Spies: MV 6. Count as 'Infantry'.
Terrain
The movement cost to enter a hex depends on its terrain:

----------

MV Cost

Road*

1/2 normal

Plains

2

Hills

4

Forest

4

Jungle

6

River

+2**

Sea

2

**= to use a road, both the hex that is left and the one entered must have roads.
**= extra MV-cost only if the river is crossed and there is no road (i.e. no bridge)). Always +0 for skimmers.

Detachments containing Skimmers only, can select to 'fly high' (must be selected in the movement order phase). Then the MV cost of any hex is 1 regardless of terrain. But if the Airspace in which the Skimmers move are enemy controlled, then they can not move at all.
Some types of units are restricted in the hexes, that they can enter:

----------

Infantry

Vehic.-tracked

Veh.-wheel/Bikes

Walkers

Skimmers

Road

+

+

+

+

+

Plains

+

+

+

+

+

Hills

+

+

NO

NO

+

Forest

+

NO

NO

+

+*

Jungle

+

NO

NO

NO

+*

River

+

(+)

NO

+

+**

Sea

NO

NO

NO

NO

+**

*=if skimmers end their movement in this hex, they are damaged on 4+.
**=if skimmers end their movement in this hex, they are automatically destroyed.


Sight Radius
Only enemies within sigh radius of friendly units can be seen.
Spies, and convoys have a sight radius of 0 (i.e. they can only 'see' the hex they occupy).
Diplomats have a sight radius of 1 hex.
The unmodified sight radius of detachments and Strongholds is 1 hex.
If a Stronghold has a Radar Tower then its sight radius is increased to 2 hexes.
If a detachment or garrison has at least one scout unit with at least half it models combat-ready, the its sight radius is increased to 2 hexes.
The sight radius of the Capital is +1 hex (i.e. 2 hexes, or 3 hexes with Radar Tower or scouts in the garrisonof).
Scout Units
Each race has different units which are considered scouts for sight range purpose. See the Races: Special Rules

Claim
When a player claims a hex it becomes controlled by that player (except sea hexes, they can never be controlled), unless it contains any detachment or garrison controlled by another player, or if is an urban hex owned by another player and the claiming detachment is not in that hex.
If two or more players claims the same hex, then they negate each other, and none of them claim the hex.
In order to be able to claim, a detachment must be able to trace a path through any number of hexes to its capital when the 'claiming' is resolved. The path may not go through any hexes the detachment could not normally enter (for ex. sea hexes), and may not go through enemy controlled hexes unless they are in a friendly ZOC, or through hexes in enemy ZOC unless the hexes contains a friendly detachment or garrison. The hexes that are to be claimed counts as being controlled by the claiming player for the purpose of tracing this path.
Undiscovered hexes: The first time a hex is claimed by any player (i.e. the hex started as uncontrolled and is claimed for the first time) roll 1D6. On a '6' the hex contains something special. Roll 1D6:

1-4 : Resource hex (BP-yield: Roll as for starthexes)
5 : Urban Hex of Native (often Human) race. Size: roll as for starthexes. Automaticly claimed (even if detachment not in hex).
6 : Special: 1D6:

1 : Enemies: A 7-1200 pts. detachment (random race, not same as players) attacks. Player detachmnet can do nothing for the rest of the turn.
2-4: Followers: 3-800 pts. joins detachment (same race)
5-6: Mercenaries: 9-1500 pts. detachment joins player (native race, detachment structure can not be changed later)

Production hexes: from the next turn the claiming player receives the RP (as he control the hex)
Urban hexes: Another players Urban hex can only be captured if the detachment is in that hex. (i.e. Urban hexes are not 'claimed', but captured by detachments moving into the hex).
When an Urban hex is taken by a player, it can be captured, pillaged, cleansed or destroyed, depending on the races of the claimer and the urban hex.
The following are the minimum 'requirements'. The claiming player may chose to 'do worse' (i.e. destroy a city instead of just pillage it).

Claiming Force \

Capture

Pillage

Cleanse

Destroy

Imperial Guard

IG, SM, SoB

El

Ch, DE, Ork

Ty

Space Marine

IG, SM, SoB

El

Ch, DE, Ork

Ty

Chaos

Ch, IG

SM, SoB, DE, Ork

El

Ty

Dark Eldar

DE

IG, SM, Ch, Ork

El

Ty

Eldar

El

IG, SM, SoB

DE, Ch, Ork

Ty

Ork

-

Ork

IG,SM,Ch,DE,El,SoB

Ty

Sisters of B.

IG, SM, SoB

El

Ch, DE, Ork

Ty

Tyranid

-

-

-

All

Capture: The hex is captured, with all BP, a number of random buildings may be destroyed: 1D6: 1-3: none, 4-5: 1 building, 6: 2 buildings.
Pillage: As capture, but if not a village: gains BP equal to 3*normal hex yield (fx +150 BP for a town) and size -1.
Cleanse: As capture, but BP gain are 5*normal hex yield (fx +125 BP for a village) and the race becomes the players own, with size=1. Buildings that the new owner can use are still there, but they have no effect until the size reached their min. requirement. (i.e. all enemies are killed and new settlers move in. When the city gets big enough the old buildings, fx Spaceport, can be used).
Destroy: The urban hex is destroyed, becoming a ruin. The destroying player gets a convoy with 10*normal hex yield in BP in the hex.

Strongholds in claimed hexes are captured if they contain no enemy detachment or garrison (or after a battle if the enemy is destroyed or has retreated). They may then be destroyed or used as the players own (see capturing strongholds in battle phase).
Convoys in claimed hexes are not captured.


6. Battle Orders


Detachments and spies gets orders.
Each player gives each of his detachments a (secret) battle order:
1. Attack detachment/hex
2. Planned attack on detachment/hex (lose initiative)
3. Withdraw to hex
4. Raid detachment/hex
5. Planned raid on detachment/hex (lose initiative)
6. Defend
7. Guard
8. Support
Attacks and raids must be into an adjacent hex.
If two or more detachments attacks the same detachment/hex, then one of the attacking Detachments must be the primary attacker. Any other attackers are considered only to support the attack (i.e. the primary attacker detachment fights the battle, but it can receive reinforcements from the other attacking detachments (see 'Battle phase'))
A detachment/hex can only be raided by one enemy detachment pr turn.
Units in orbit able to make drop pods attack may choose to 'attack' or 'planned attack' any hex (regardless of sight) or any detachment that can be seen. If an unseen target hex turns out to be enemy occupied, then battle occurs as normal. 'Attack','planned attack' and 'guard' (i.e. stay in orbit) are the only orders allowed. Only one detachment pr.player can deep strike each hex in this way.
A detachment can only choose 'withdraw' if there is an enemy detachment, that can be seen, within two hexes.
Weak Detachments: A detachment with less than 500p of combat ready models can only choose 'withdraw' or 'guard'. (***This rule should possibly be removed)

Note: Orders are not carried out until the next phase.
(***+special options for Computer Game)
Airsupport A friendly target detachment or garrison must be chosen for any Airsquadrons that can give Airsupport.

1. Attack detachment/hex
Detachment is moved into target hex, or the hex which the target detachment occupies.
2. Planned attack on detachment/hex
As attack, except that the attacker gets certain advantages. The detachment automatically loses initiative.
3. Withdraw to hex
Detachment moves to an adjacent hex. If possible, the detachment must withdraw to a hex with no adjacent enemies.
4. Raid detachment/hex
As attack, except that the raiding detachment always return to the starting hex after battle is finished
5. Planned raid
As raid except that the raider gets certain advantages. The detachment automatically loses initiative.
6. Defend
The detachment does not move, but receives certain advantages in case it is attacked/raided.
7. Guard
The detachment does nothing. All garrisons are considered having this order.
8. Support
The detachment supports another detachment. Support is only allowed for 'attack' or 'planned attack' (artillery-support only), or for 'defend' (artillery-support or support by units).

Spies
Each spy is given one of the following orders:
1. Guard The spy does nothing.
2. Gain information Tries to gain info about the target detachment/hex.
(3. Sabotage)
(4. Poison food)
(5. Spread Rumors)


7. Battle movement


Spies carry out their missions (see below), and then the detachments are moved according to their battle orders.
Battle Initiative: 1D6+strategy value (one initiative roll pr. player) If two or more players have the same initiative, they (only) each roll a die (unmodified), until it is determined who gets to move first.
Each player moves his detachments (except those who automatically loses initiative) in turn,
following the battle initiative. The player decide in which order his detachments are moved
If a hex, occupied by a detachment that has not yet moved, is entered by an enemy detachment then the (first) detachment's battle-order is cancelled, unless its order is 'defend' (fx. if one detachment attacks another, and the target detachment wants to withdraw, then it has to win initiative in order to do so).
A detachment can not enter a hex, that is occupied by an allied detachment. If a detachment in orbit attacks a hex already occupied by an allied detachment it stays in orbit, but units may enter the battle as reinforcements (see below) as with other (adjacent) detachments attacking enemies already attacked. After the battle, the detachment from orbit is located in the nearest empty hex (after any detachments have retreated from the battle-hex).
When all players have moved their detachments, then they move the detachments, that automatically lost initiative, one player at a time, same order as before.

Spies
Carry out their missions. The succes of each mission is determined by rolling 1D6:

1 : Caught! As caught when trying to infiltrate (see 'Movement Order' phase)
2-3 : Failure. Nothing happens.
4-6 : Succes. Mission accomplished.

Guard:
Nothing happens. No die roll
Gain Information:
If succesfull info about target (whatever is infiltrated) is gained:
Detachment: Location seen on map. All details about strength, models and composition (# and type of damaged and wounded models, weapons, special equipment etc). Info about any Prisoners and details about them.
Resource Hex: BP yield and Ressource transportation route.
Urban Hex: Size, buildings, BP.
Stronghold: Size, Garrison (as detachments), defence.


8. Battle


In every hex containing two enemy detachments/garrisons a battle occur. The battles are fought simultaneously, but retreating detachments etc. are moved according to the battle-initiative of the attacker.
The Battles are fought as Warhammer 40K Battles (3rd ed.). So the players have to meet and fight the battles before the next turn. If it can not be arranged, a battle may be postponed until next turn (the two armies in the hex may do nothing until the battle is fought), and if no other players have any objections then the battle can be postponed further. But if it is possible, the battles should be fought in the same turn.
Quick Battle
If it is not possible to fight a WH40K battle (or if the participating players agree to it) then the outcome can instead be determined by die-rolls:
Each player rolls 2D6 and inflicts a percentage of their army's pt-value as pts of damage on the enemy army. The army that inflicts most pts of damage wins.

2 : 0%
3 : 10%
4 : 20%
5 : 30%
6 : 40%
7 : 50%
8 : 60%
9 : 70%
10 : 80%
11 : 100%
12 : 150%
If the battle is a raid then only 3/4 of the above percentage is inflicted.

The owning player choses the casualties inflicted to his army. Only whole or half squads (or vehicles) may be chosen. A damaged vehicle or a squad reduced to half size count as half their pt-value.
If the attacker chose 'planned attack' or 'planned raid', or if the defender chose 'defend', then he may select 1/4 of the opponents casualties (selected before the owning player selects the rest), but he can only reduce squads to half size or select vehicles to be damaged.
Casualties are wounded as usual (i.e. normal recovery roll after the battle)
Example: Player A has a 1000 pts army and player B has a 700 pts army. Player A rolls '6', thus doing 40% of 1000 = 400 pts of damage. Player B rolls '7', thus doing 50% of 700 = 350 pts of damage. So player A wins, and ends up with an army of 650 pts, while player B has an army of 300 pts.
'Fun Battles'
If they want, Players can fight 'fun battles' (fx. while waiting for other players to complete their battles). They each create an army (their own race) and fight against each other. They then gain the normal VP, but 1/2 of the point value of their loses are subtracted from the BP income for the Capital next turn.

WH40K Battle

Preparations for battle
Terrain
Roll a die to determine the relative amount of terrain:
(If both players of the battle agrees not to use this rule, terrain can just be set up in the normal way)
1 Very light
2 Light
3-4 Normal
5 Dense
6 Very dense
This is relative and subject to common sense. Fx. a '1' on plains means no terrain at all(!), while a '6' in jungle means all table is covered with jungle(!).
If a Stronghold is attacked, then the owner may choose to re-roll the die.
If the defender has 'defend' order, then he may set up the terrain on his half of the battlefield.
Special Rules
Random Game Length: Always (unless both players agrees to play for 6 turns, or any other number agreed upon)
Reserves: attacker: always, defender: roll
Infiltrate: both attacker and defender rolls
Deep strike: both attacker and defender rolls
Night- or day-battle: if the attacker has 'planned attack' or 'planned raid' orders he chooses, otherwise it is always a day-battle.
Bunkers and fortifications: only if a Stronghold is attacked. Then the defender sets up according to what he has built for the Stronghold (towers, trenches etc.)
A buildings can be controlled by the enemy if he moves models into it, and no defending models occupy it.
Pre-eliminary Bombardment: if the attacker has chosen 'planned attack' (not raid), and he has barrage (i.e. guess) weapons in either the attacking detachment or in another 'ready' detachment within range (see 'artillery bombardment' later), he may perform pre-eliminary bombardment.
Sentries: Normally not, but if the players prefer it can be used in raids.
'Rolls': when a player 'rolls' for an special rule, he can use it on 4+ on 1D6, with the following modifications:
Defender:
+1 if on 'defence'-order
-1 if attacker raids
Attacker:
+1 if 'planned attack' or 'planned raid'
Scenarios: A Scenario can be used if both players agree, or on 4+ on 1D6 (except when a Stronghold is attacked/raided). The scenario-mission count as 'sub-mission' in the battle. A player who fulfills the scenario winning conditions get +200 victory points, when the winner of the battle is determined (see below). Thus the 'winner' of the scenario is not necessary the winner of the battle.
The mission used should resemble the battle: raid missions for raids, battles or standard missions for attacks and breakthroughs for withdraws.

Deep Strike from Orbit
If a detachment attacks from orbit, and it is the sole attacker of a hex, then roll 1D6 for each unit. The unit arrives in the first turn on 4+ (on 3+ if 'planned attack') as deep strike (all normal rules for AA-fire applies (see below). All enemy units are considered able to fire). From turn 2+ roll for reserves as usual.
Participating models
All units from the involved detachments/garrisons participate in the battle, with the following restrictions:
A unit must be at min. half strength (in number of models) or undamaged (vehicles) in order to participate.
Models may be transferred from one unit to another as long as it is the same type of models (fx. Imp. guardsmen). Special and heavy weapons and equipment are not transferred with the model; it stays with the unit. After transfers, the units must still have the same form as when created (i.e. same number of max. models, same heavy and special weapons, same special equipment etc.). So, basically what is allowed is to substitute dead or wounded models in a unit by models of the same type from another unit.
As many units as possible must be at full strength (i.e. have original max. no. of models), or if that is impossible, one unit must have as many models as possible. Only then is it allowed to use units that is not at full strength, but at least at half strenght, in the battle.
Example: 4 units of Imp.Gd's with 4, 6, 6 and 7 models. These models must be transferred into three units with 10, 10 and 3 models, thus only two of them (10 and 10) can be used. Had the 4th unit had 9 models instead of 7, then the units created would have 10, 10 and 5 models, and could thus all be used.

Setup
If no scenarios are used:
Raids: The defender always sets up all units first, then the attacker.
Attacks: Roll 1D6. On 1-3 then one side sets up all units before the other side. On 4-6 then each side sets up one unit at a time, in the following order: Heavy Support, Troops, Elite, HQ and Fast Attack.
To determine which side starts to set up, roll as when determining initiative (see below). Each player has a deployment zone from his board edge and 12" forward. Preferably there should be 24" between the deployment zones, and at least a min. of 18" (if this is not possible, then the zones should be smaller, to allow 18" between them)
Strongholds:
The defending players deployment zone is from boardedge to 18" forward. Razorwire and tanktraps may be placed anywhere on his half of the table. The attackers deployment is up to 12" from his table edge. The distance between the zones should be at least 18" (as above).
Fighting the Battle
Initiative
To determine who chooses which player gets the first turn, each player rolls 1D6 with the following modifications:

If attacker raids: attacker +3
else: attacker +2
If defender 'defends': defender +1

Reinforcements from other detachments
During the battle that is a result of an attack (not a raid), it is possible to get reinforcements from other detachments that are located in hexes adjacent to the 'battle-hex' (and from detachments in orbit ordered to attack the detachment/hex).
Reinforcements can not come from garrisons, detachments in battle, detachments that has withdrawn, or from detachments, that already have supplied reinforcements this turn.
From turn 2 onwards each player may attempt to draw one unit pr. detachment pr.turn into the battle. It is successful on 4+ on 1D6, subject to the following:

Fast-attack unit: +1
Non-vehicle Heavy support unit: -1
If attacker: Unit's Detachment has order to attack the enemy detachment in the battle: +1
If defender: Unit's Detachment has order support the defending detachment: +1
Unit's Detachment on 'guard' order: -1

Units from orbit arriving in this way counts as 'Deep Strike'.
Other units arrives from tableedges most closely matching their position on the strategic map. However, no units can enter from the enemy's tableedge.
Units from other detachments arrive in addition to any normal reserve units.
Artillery Bombardment
Artillery-weapons (barrage i.e. Guess, but not Imp.Gd. infantry mortars and non-indirect weapons) can fire into the battlefield, if the battle is a result of an attack (not raid). They must be from detachments ordered to 'support' one of the participants in the battle. They must be within bombard range. The bombard range is one hex (i.e. adjacent) for most weapons, but two hexes if the weapons range is 100" or more. Artillery may fire over other detachments (i.e. does not need 'line of sight' on the strategic map).
A detachment can only bombard into one battle pr. battle-phase.
Each artillery unit can attempt to fire once pr. turn. An artillery shot is only possible on 4+ on 1D6 (roll for every shot), with +1 to the roll if any friendly units on the battlefield has a long range communicator (***). The shot is then fired as a normal Guess-shot, with the range measured from the center of the table edge most appropriate according to the locations of the battlefield and the bombarding detachment on the strategic map. The opponent may choose to re-roll the scatter die (before rolling for the distance scattered). If the shot is from an adjacent hex, then the scatterdistance is 1D6". If it is fired from two hexes away, then it is 2D6".
Batteries: If multiple models of the same type from the same detachment bombards, then all or some of them may choose to fire in batteries in the same way as an Imp.Gd. mortar unit (i.e. templates next to each other). In that case only one '4+ roll' is made for the entire battery. The opponent may re-roll each scatter die.
AA-weapons (Anti-Air)
These weapons are designed to be used against fast, flying targets. They hit skimmers as normal, even if skimmers move 6" or faster (i.e. not only glancing hits). If used against ground-targets then they can only fire on 4+ on 1D6 (rolled each time they are tried used).
Deep strike against Stronghold
Units that deep strike against a Stronghold through the air (i.e. not teleporters) can be fired upon by ground defences. A unit in a weapon tower or an AA-weapon may instead of shooting 'watch the skies'. It then gives a bonus to the following roll, against one enemy unit, that deep strikes the following turn.
Roll 1D6 for each enemy unit that deep strikes. On a modified roll of '7' or more the unit is destroyed before landing. An unmodified roll of '1' always misses
Modifiers:

Fortification: +1
Capital: +2
Each AA-weapon*: +2
Each weapon-tower*: +1

*=Only against one target per turn, and only if ready (i.e. did not shoot, and is not engaged in close combat or broken etc.)
Air support
For each Air Squadron giving Air Support:
Every second turn, starting in turn 2: 2 attacks in one of the owning players shooting phases. If against a Stronghold, the enemy can defend as against flying Deep Strike. A '7'-result negates the attack
Both attacks must be the same: either anti-tank or anti-personnel:
Anti-tank: One Hunter-killer-missile (BS 3) pr. attack. The owning player decide from which direction the attacks come (they must come from the same direction).
Anti-Personnel: All attacks must be in the same turn:
Owning player places one blast marker pr. attack and nominates direction of the flight (same for all attacks). Then for each attack:
Rolls a scatter dice for the marker, and if non-hit then the marker scatter 2D6" in the direction indicated. Then 2 more blastmarkers are placed along the line of flight, the second marker touching the first, and the third marker touching the second. All markers count as a Frag-missile.
Retreat
No non-broken units may leave the battle-field, until the owning player has declared 'retreat'. 'Retreat' can be decleared from the beginning of turn 3. Then any of his units can leave at his table edge. Retreating garrisons are destroyed after the battle. If a player declares retreat, then he automaticly loses the battle, except if he is conducting a raid.
Surrender
A player may surrender at the start of any of his own turns. The battle then ends immediatly, and the entire detachment is captured. If not destroyed if then follows the victorius detachment as captive, until it is freed (if the detachment is defeated, the freed detachment is then placed in the nearest empty hex) or it is transferred to a prison or another detachment (which it then follows). No recovery-rolls are made and no maintanence are paid for detachments as long as they are captured.
The victorious detachment can not move faster than the captive detachment, and must move according to its movement restrictions, until the captives are transferred.
The winner gets BP for all captured models, as if they were destroyed (see below: 'Winner BP')
Some races always kill/destroy captives of certain other races:

Winning Force \

Always kills:

Imperial Guard

Ch,Ork,Ty

Space Marine

Ch,Ork,Ty

Chaos

SoB,Ty

Dark Eldar

None

Eldar

Ch,Ork,Ty,DE

Ork

Ty

Sisters of B.

Ch,Ork,Ty

Tyranid

All

The winner may chose to kill the captives after the battle, even if the races allows him not to, but he can only do it just after the battle. If he keeps the captives, he can not kill them later.

After the Battle
Broken units
Any broken unit that have moved off the table must make a Leadership-test or be considered lost (all models=dead, no chance of being wounded etc. All heavy and special weapons and special equipment lost). If it passes the test it re-joins the detachment.
Captured Detachments
If a player has no models left on the battlefield, and he did not conduct a raid, and he did not declare retreat and has retreated some models, then his detachment is considered captured . The winning player may chose to kill the captives after the battle as usual.
Winner
The winner of a battle is determined by victory-points for destroyed enemy models(see rule-book) and the +200 point bonus if a scenario was used, except:
If a player has declared 'retreat', then he is the loser, except if he conducted a 'raid' or 'planned raid'.
If a player has surrendered, then he is the loser.
If a player has no models left on the battlefield, he is the loser, except if he conducted a 'raid' or 'planned raid', and he has retreated with some units.
If a player attacked a Stronghold and has more victory-points than the defender, he can only win if all the defenders buildings are destroyed or controlled, or if the defender has retreated or has no models left. Otherwise it is considered a draw.
Winner BP
The winner gets BP equal to 1/2 of the point value of enemy models destroyed (from pillaging etc.).
If the battle was a draw, both players get 1/4 of the value of enemy models destroyed. ('destroyed' incl. removed figures - before rolls for wounded etc.)
The BP are in a convoy in the same hex as the army.
VP
The winning player gets VP (campaign victory points) according to the difference in strength: Value (cost in BP) of the winners participating units (half for bombarding units)
- Value of the losers participating units (half for bombarding units) (incl. buildings, defences etc.)

Difference

VP

1251+

1

751 to 1250

2

501 to 750

3

251 to 500

4

1 to 250

5

-250 to 0

6

-500 to -251

7

-750 to -501

8

-1250 to -751

10

up to -1251

15

On a draw both players get VP:
Difference: Value of the larger army - value of the smaller army

Difference

VP larger

VP smaller

 

751+

0

7

 

501 to 750

1

5

 

251 to 500

2

4

 

0 to 250

3

3

 

In addition a player gains 25 VP if he captures an enemy capital.
Casualties
Vehicles and buildings are destroyed/damaged according to the result of the battle. If a vehicle is immobilised and on the losing side, then it is destroyed.
For other models lost in the battle (incl. infantry, bikes) roll 1D6 for each model:

Battle result

dead

wounded

light injury

retreat

1-6

-

-

lose/captured

1-3

4-6

-

draw

1-2

3-5

6

win

1-2

3-4

5-6

Models with a light injury are considered fit for fight and do not count as wounded.
Any wounded models stays with the unit, but can not fight.
Dead models are lost.
Special characters, however, gets a second chance:
If a special character is considered 'dead'/lost roll 1D6. On 4+ he is just badly wounded instead. He is then considered wounded, and have suffered a permanent injury. Roll 1D6:

1 : One eye destroyed. BS -1
2 : One hand lost. May only use one one-handed weapon, and no two-handed weapons.
3 : Nerve system damaged. Balance and Reactions slowed. WS -1
4 : Muscle damage. S -1
5 : Head damage. Brain disorder. Ld -1. Roll 1D6 every turn. On a '1' he can take no actions that turn.
6 : General body damage. T -1

The injury can be negated by bionics: The character's detachment must 'recover' in an Urban-hex with a repair-facility and a medic center, and the cost is 20 BP.
Units totally destroyed in the battle (i.e. no models left on the battlefield at the end of the game, and did not move off the table), loses all heavy and special weapons and all special equipment. (The unit may still exist, consisting of wounded and injuried models).
Wounds
Models with more than one wound are considered 'wounded' as above (and has to recover in the same way as any other wounded model), if they have lost at least half their wounds in the battle. Otherwise any lost wounds are healed for the next battle.
Experience
Unit XP
Optional Rules:
Each unit gets XP according to the rule-book, except:
A unit only loses 100 XP for being damaged or below half strength.
A unit which is totally destroyed (vehicle or unit with no models left at all incl. wounded) is lost and thus loses all XP.
Detachment XP: DXP
A detachment gets 1 DXP pr. VP it gains in battle, and extra 2 DXP pr. battle it fights (win or lose) (only if it is the 'primary' detachment in a battle, not if it is just supporting another detachment).
If a detachment is captured or has lost all models in a battle, it loses half its DXP (it does not lose any previously gained 'status'[new max size]).
When a detachment gets more DXP, it is allowed a larger max size (the detachment structure can be changed as normal and new units can be added, either newbuilt or from other detachments):

0 DXP : Normal. Max 1500 pts
10 DXP : Veterans. Max 1750 pts
20 DXP : Hardened Veterans. Max 2000 pts
30 DXP : Elite. Max 2250 pts
50 DXP : Ultra Elite. Max 2500 pts


Withdrawals
After all battles have been fought, the losing detachments must withdraw from the hex. All losing garrisons are destroyed. In case of a draw, the attacker must withdraw.
Detachments are withdrawn in the same order as the attacks of the battles they fought in occurred (i.e. the losers of the first battle withdraws first etc.)
A withdrawing detachment must move one hex. It must avoid to end in an enemy ZOC (except the ZOC of the one just fought against) if possible, with the following exceptions:
Attacking detachments must if possible withdraw to the hex from which they attacked, or else to an adjacent hex.
Defending detachments must withdraw away from the attacker: move to one of the three hexes opposite to the one the attacker came from if possible. A defending unit may never move into the hex the attacker came from.
A detachment must not withdraw into a hex occupied by the enemy (except if occupied by convoys, spies or diplomats).
If the only possible hex to withdraw to is occupied by a friendly detachment, the withdrawing detachment may move through the friendly detachment into the nearest unoccupied hex.
If a detachment is unable to withdraw, it is captured (as if surrendered, above).
Capturing Strongholds
A detachment which takes over a Stronghold captures all intact buildings, defences etc. Captured weapons and equipment from other races may be used in future battles, but only works on 4+ (check each time it is tried used). It returns only 1/2 normal BP (=1/4 BP value) if disbanded.
If an enemy Capital fortification is captured, it is treated as a fortification. Defences etc. are automatically disbanded if max. numbers are exceeded. (A player can only have a Capital Fortification in the Capital).
Capturing Convoys
Any convoy in the same hex as a enemy detachment is captured, except if the enemy detachment withdrew into the hex.
A Convoy in a hex that an enemy successfully raided is captured and moved (in a convoy) with the raiding detachment back to (or towards) the hex, from which the raider came.
Raiding Resources
If a Resource Hex is succesfully raided, then all RP generated by the hex this turn is captured and moved (in a convoy) with the raiding detachment back to (or towards) the hex, from which the raider came.
If a hex which is a part of a Resource Transport Route for a Resource Hex is successfully raided, then half of the RP are captured.
Raiding Urban Hexes
If a Urban Hex is succesfully raided, then all BP in the hex are captured and moved (in a convoy) with the raiding detachment back to (or towards) the hex, from which the raider came.


9. End of Turn


Recovery
Each player makes a recovery roll (1D6) for each wounded model or damaged vehicle. On 6 the model is getting better/repaired and is considered ready for battle. On 1-5 still wounded/damaged. Add +2 to the roll if the detachment is in the Capital, or +1 if in any other Stronghold or Urban hex
(Note: Medic Center and Repair Facility only counts when a detachment has the 'recover' order, not for this end of turn recovery)
Resource Transportation
For each Resource Hex RP not captured are transported along the route that was indicated in the start of the turn. RP can only move through friendly controlled hexes, and not through enemy ZOC. RP arriving in a production hex (incl. urban hexes) are converted to BP and added to the BP-total of the hex.
Defeat
If a player has no more detachments or Strongholds or Urban hexes, then he is out of the game.
Victory
If one player is the only one left, or if one player reaches the VP-total agreed to be the goal of the game, then he is the winner, and the game ends.
Alteernatively:
The game ends when the first player loses his Capital. He has lost. The conquering player receives 25 VP, and the winner is the player with most VP.
End of turn
A new turn begins.


Races: Special Rules

The following rules are exceptions to the above rules.
(***These Special Rules are based on Codex' and completed for the following armies: Space Marines, Blood Angels, Imperial Guard, Chaos, Dark Eldar. For remaining armies: based on Rulebook, and incomplete)


Imperium - All Space Marine, Imperial Guard and Sisters of Battle-players.

·  Grey Knights
An Imperial Player may have one squad of Grey Knights in the Army, but only if there is a Chaos Player in the Game. The squad belongs to a detachment (counting towards max pts and elite choices), but only takes part in battles as described in the Grey Knight Rules. It is considered 'very rare'. (click here for Chapter Approved Rules).

·  Heroes of the Imperium All Imperial players can use heroes of the Imperium (normal restrictions, fx '0-1' etc). Assassins are considered 'rare' (i.e. max 1 assassin in the army).


Space Marine

·  Orbit
May have new detachments built in the Capital start in orbit, if the entire detachment is able to make drop-pod deep-strike (as per SM Codex).
A drop-pod detachment may move to orbit in the movement phase if it occupies a hex with a spaceport that allows transport (allowed transport is same as allowed building). The detachment may not drop from orbit in the same turn.

·  And they shall know no fear
Space Marine Units below 50% of starting strength mat be used in battle. However, the maximum number of full strength units must still be used, before any reminding models can form squads or -squadrons. Damaged vehicles follow the normal rules (i.e. may not be used in battle).

·  Legion of the Damned
A Space Marine Player may have one Legion of the Damned in the Army. It is considered 'very rare'. (click here for Chapter Approved Rules).

·  Space Marine units can only be built in the capital (Chapter Monastery) or in an urban hex with a spaceport.

·  Chapter Banner: considered 'very rare'

·  Holy Relic: considered 'rare'

·  Iron Halo: considered 'rare'

·  Buildings allows:

Barracks:*Space Marines, Scouts
Light Factory:* Bikes, Attack Bikes, Land Speeders
Heavy Factory:* Dreadnoughts, Landraider, Predator, Rhino, Vindicator, Whirlwind
Academy:*Heroes, Librarian, Chaplain
Training Facilities:*Command Squad, Devastators, Terminators, Veterans
Minor Spaceport: HQ, Tactical, Veteran, Scout, Assault, Devastator, Bikes, (no vehicles)
Major Spaceport: All units
*=only in the capital

·  Scuts: Scout squad, Bikes Squadron, Scout Bike Squadron

·  Special Detachments: Armour, Fast, Death Company(Blood Angels only, max. 1)

Armour Detachment: Type II, MV 6

HQ: LandRaider, HQ in LandRaider/Razorback/Rhino
Troops: LandRaider, Predator Annihilator, Predator Destructor, Razorback, Whirlwind
Fast Att.: Land Speeder Squadron, Land Speeder Tornado, Land Speeder Typhoon
Elite: Terminators in LandRaider
Hvy.Sup.: Bike Scout Squadron, Space Marine Tactical Squad in Rhino, Vindicator

Mechanized Detachment: Type I, MV 6

Composition as a normal detachment, but all models must be mounted in a Rhino/Razorback/other vehicle or on a Bike, or be vehicles able to move 12" or faster (for example: dreadnoughts not allowed). Jump Packs alone are not enough (they are used for tactical movement, not for strategic movement).


Blood Angels

Rules as for Space Marines, except:

·  Holy Shroud: considered 'very rare'

·  Grail: considered 'rare'

·  Buildings allows:

As for Space Marines, plus:
Barracks:Blood Angels Scouts
Light Factory:
Heavy Factory: 'Furioso' Dreadnought, 'Baal' Class Predator, Blood Angels Rhíno/Razorback
Academy:High Priest
Training Facilities:Honour Guard, Vet. Ass.,
Minor Spaceport: Vet. Ass, Bl. Ang. Scouts, (no vehicles)
Major Spaceport: All units

·  Scuts: Scout squad, Bikes Squadron, Scout Bike Squadron, Blood Angels Scout Squad

·  Special Detachments: Armour, Mechanized, Death Company Army

Death Company Army: Type II

Max. 1 at any time
Click here for Chapter Approved Rules of the Death Company Army.


Imperial Guard

·  May built Guardsmen (only) as reinforcements if the detachment is in any Urban hex, not just in or near the Capital.

·  Building/upgrading Stronghold: only half normal cost.

·  Razorwire, Tank traps and Trenches: only half normal cost

·  -1 to battle initiative.

·  Additions to Army List: The following units may be built in addition to the units in the standard army list:
Penal Legion, Scout squad, Super Heavy Tank
Super Heavy Tank is considered 'very rare'.
(click here for Additions to Army List).

·  Buildings allows: (only in human Urban hexes)

Barracks: Infantry Platoons, Arm. Fist (+Hvy. Fact), Scouts
Light Factory: Sentinels
Heavy Factory: All Heavy Support (except super heavy tanks), Hellhound, Chimera (i.e. all normal tanks)
Academy: Command HQ, Commissar
Training Facilities: Spec. wpn squads (for HQ), Hardened Veterans, Storm Troopers
Prison: Penal legions
Minor Spaceport: All HQ, Infantry Platoons, Hardened veterans, Ratling Snipers
Major Spaceport: All units

·  Scouts: Sentinels, Rough Riders, Scout squads

·  Special Detachments: Armour, Artillery

Armour Detachment: Type I MV: 6

HQ: LRBT, LRExterm.
Troops: LRBT, LRExterm.
Fast Att.: Hellhound, Sentinels
Elite: 0-1 LRVanquisher, 0-1 Super Heavy Tank
Hvy.Sup.: Arm.Fist.Sq., Basilisk, Griffon, LRDemolisher

Artillery Detachment: Type II MV 6:

HQ: LRBT
Troops: Basilisk, Griffon
Fast Att.: Sentinels
Elite: -
Hvy.Sup.: Arm.FistSq., LRBT


Sisters of Battle
(***incomplete)

·  Special Detachments: (***)

**(Incomplete)


Chaos

·  Building/upgrading Urban hexes: double normal cost.

·  Demon God
At the beginning the player must chose a primary Demon God to worship, or chose Chaos Undivided.
If one Demon God is chosen, then models of the opposing Demon God (e.g. Khorne vs Slaanesh, Tzeentch vs. Nurgle) cannot be built during the game, and the mark or chaos gifts of that Demon God can not be given to any models. The Chaos Lord must have a mark of the deity, and the player may chose to get a +1 modifier to the die roll for possession of the Lord, if the greater demon is of the deity's type.
If Chaos Undivided is chosen, then only Chaos Undivided Marks and no chaos gifts may be given to models.

·  Cult Marine marks No other marks or gifts than the patron’s may be given to the champion of the patron’s cult marine unit (i.e. Khorne Berserkers can not be given a mark of Slaanesh, etc). Also, a rhino bought for a cult unit may only be given the patron’s vehicle gift.

·  Possessed characters
After the battle, a possessing demon leaves the mortal body. The character is in the same state as the demon at the end of the battle (i.e. if the demon was killed, then he is too - subject to the standard casualty roll)

·  Create Cursed Shrine
If a bunker or tower exists in a Stronhold controlled by the chaos player, a Chaos Detachment in the hex can curse the building when on 'claim area' order, instead of claim any hexes. A Demon Prince or a Chaos Lord must be present.
If the Prince or Lord worship a specific God (i.e. have a Mark or a gift) then a shrine of that Demon God is created in the bunker/tower (cost 100 BP, 200 BP if not the players primary Demon God). In the shrine hex and within 1 hex (if camp) or 2 hexes (if fortification) of it, there is a +2 bonus for summoning lesser demons of the appropriate type, and a +1 bonus when rolling for demonic possession of the appropriate type. Demons (lesser and greater) of other types cannot participate in battle in these hexes. All cult Marines of the relevant God count as having the mark of the deity.
If the Prince or Lord does not worship a specific Demon God, then a general Chaos shrine is created as above, but with the following changes: cost 100 BP, a +1 bonus for summoning all lesser demons, all types can participate in battle, no bonus for possession. All Chaos Marines (except cult marines) count as having the Undivided Mark.
A shrine can not be created if within range of a shrine of a different type. The shrine building cannot be entered in battles, except by demons of its type (by all demons if a general Chaos shrine). It can be destroyed in the normal way, but because of its demonic nature, it receive a save of 5+ (Invulnerable) against all attacks.

·  Traitors
Does not get any BP when a Imp.Guard or Space Marine detachment is transferred to a prison. May instead try to convert the detachment at the start of each turn (not in the turn transferred):
Pay 25 BP and roll 1D6. On '6' the detachment is converted to chaos (all SM models becomes equivalent Chaos SM models), and controlled by the Chaos player. It counts as just being released (must be rearmed as usual). The detachment structure can not be altered. Replacements for lost IG models can only be built in human Urban hexes, while lost SM models can be built in Chaos Urban hexes, if the equivevalent Chaos Space Marine models can be built there.

·  Chaos Cultists
If there is any imperial player at the start of the game then a Chaos player may include Chaos Cultists in his army (click here for Chapter Approved Rules).
If any human Urban hex is captured, then Chaos cultists built in that hex may be added to any detachment in the hex (subject to normal detachment restrictions), no buildings required to do this.
If a Imperial Guard Urban hex is captured, then the folllowing units may be built in that hex, subject to the normal building-requirements. The units must be a part of a normal detachment created in the hex.
Imperial Guard Squad. (Does not require the normal Platoon-structure)
0-1 Hellhound
0-1 Leman Russ Battletank

·  Chaos Lord: Although a '0-1' limit: any number of detachments may have one Mighty Champion. Only one Exalted Champion is allowed in the entire army.

·  Buildings allows:only in chaos Urban hexes, except for *

Barracks: Imperial Guard Squad*
Light Factory: Bikes, Attack Bikes?**, Dreadnoughts
Heavy Factory: Landraider, Predator, Rhino, **, Hellhound*,Leman Russ Battletank*
Academy: HQ**
Training Facilities: **
Minor Spaceport: All infantry
Major Spaceport: All units
Vortex Portal: Create/modify Demon detachments
*=only in captured Imperial Guard Urban Hexes

·  Scouts: Chaos Space Marine Bikers

·  Special Detachments: Undivided, Khorne, Nurgle, Slaanesh, Tzeentch

The detachment corresponding to the chosen Demon God is considered the 'normal' (i.e. non-special) detachment-type.
Detachments of the opposing God may not be built.
Detachments of the other two Gods are considered Type I.
General (may be included in all types of Detachments): Chaos Lord, Retinue(Veterans), Demon Prince, Chaos Sorcerer (not allowed in Khorne detachments), Chaos Terminator, Veterans, Possessed Chaos Space Marines, Chaos Space Marines, Bikers, Raptors, Havocs, Obliterators, Dreadnought, Predator, Land Raider, Abaddon the Despoiler, Cypher
Khorne: Retinue(Khorne Berzerkers), Bloodthirster, Khorne Berzerkers, Bloodletters(Khorne Demon Pack), Flesh Hounds(Daemonic Beasts), Juggernauts of Khorne Kharn the Betrayer
Tzeentch: Retinue(Thousand Sons), Lord of Change, Thousand Sons Pink and Blue Horrors(Demon Pack), Flamers (Daemonic Beasts), Discs of Tzeench (Daemonic Cavalry), Ahriman
Nurgle: Retinue(Plague Marines), Great Unclean One, Plague Marines, Plaguebearers(Demon Pack), Nurglings, Plague B. on Beasts of Nurgle (Daemonic Cavalry), Fabius Bile Slaanesh: Retinue(Noise Marines), Keeper of Secrets, Daemonettes(Demon Pack), Fiends of Slaanesh(Daemonic Beasts), Daemonettes on Steeds of Sl.(Daemonic Cavalry), Noise Marines, Doomrider
Undivided: All types.


Eldar
(***incomplete)

·  Home Craftworld: Instead of a standard craftworld, another home craftworld may be chosen at the start of the game, including Ulthwe, Alaitoc, Saim Hann, Biel-Tan or Iyanden. All detachments must then follow the guidelines of the Appendix.

·  Eldar convoys are skimmers, with MV 4

·  Eldar Urban hexes cost 2 times normal to build/upgrade. [Dying Race]

·  If an eldar squad (incl. bikes, excl. vehicles) is completely destroyed in battle, and the eldar player doesn't hold the hex afterwards, then half the point cost of the squad (in BP) is lost (subtracted from the capitals BP). [spirit stones for the Craftworld's infinity matrix are not recovered]

·  Webways: ***

·  Buildings allows: (only in eldar Urban hexes)

Barracks: Guardians
Light Factory: Jetbikes, Vypers, War walkers
Heavy Factory: Falcons, Fire Prisms, Wave Serpents
Academy: Farseer, Exarchs
Training Facilities: Support Weapon Battery
Minor Spaceport: Phoenix Lord, Farseer, Guardians, Rangers
Major Spaceport: All units
Aspect Shrine: Each shrine allows one of the following types: Dire Avengers, Warp Spiders, Striking Scorpions, Howling Banshees, Fire Dragons, Swooping Hawks, Shining Spears, Dark Reapers.

·  Scouts: Rangers, Jetbikes

·  Special Detachments:

**(Incomplete)
Fast detachment: Type I MV: 8

HQ: Farseer in Wave Serpent/Jetbike
Troops: Jetbike, Vyper, Guardians in Wave Serpent
Fast Att.: *
Elite: Shining Spears, Scorpions/Banshees/Dragons/Avengers/Reapers/Wraithguard in Wave Serpent
Hvy.Sup.: Falcon, Fire Prism

Harlequins: Type I MV: 4*?

HQ: *
Troops: *
Fast Att.: *
Elite: *
Hvy.Sup.: *


Dark Eldar

·  Strongholds: All max. values (for # of buildings allowed etc.) halved (round up).
Max number of Strongholds allowed = 3/2 * number of controlled Urban Hexes (rounded up). [Raiding nature]

·  Dark Eldars move capital
In the build phase, after all building is completed the Dark Eldar player can move the Capital to any Urban Hex with a Stronghold and a garrison or detachment for 100 BP. Buildings and defences in the old Capital are disbanded, if max. # are exceeded. The other players don't get information about the new location. [Mobile, raiding nature].

·  Raid
Dark Eldar can raid up to two hexes away (i.e. they move one hex, and then raid an adjacent hex). After the raid: If a Dark Eldar detachment started two hexes away, it moves back to the starting hex. For both moves: the Dark Eldar detachment can move through enemy ZOC, but not through enemy armies.

·  Dark Eldar convoys are skimmers, with MV 6

·  Dark Eldar Urban Hexes cost 2 times normal to build and 3 times normal to upgrade. [Raiding nature, Limited numbers]

·  The Urban size requirements for Spaceports (Minor and Major) and Prison are 1 less than normal (i.e. size 2 for Minor, size 3 for Major Spaceport, and size 1 for Prison)

·  Dark Eldar Player gets +2 to battle initiative, if none of his detachments have 'attack' or 'planned attack' battle orders.

·  Determining victory points of a battle: Prisoners give 1 victory point as normal (not captives that surrendered themselves)

·  A Dark Eldar detachment gets BP equal to the 'basic-value' of models taken as prisoners (not for surrendered models). 'Basic-value' is the value of the models without special weapons etc (fx an Imperial Guard prisoner gives 6 BP, an Ogre 30 BP, etc)

·  Dark Eldars get only half the normal RP from controlled resource hexes

·  Single prisoners are lost after the battle, only whole captivated detachments follow the victorious detachment, and can be transferred to prison

·  No casualty-roll (i.e. check if models are wounded or dead) for models taken as Dark eldar prisoners. They are automatically lost.

·  Shadow Field: Considered 'rare'.

·  Speed: If all units in a detachment are mounted in Raiders, or are Jetbikes, Hellions or Ravagers, then a detachment with MV 4 gets MV 6 instead

·  Buildings allows: (only in Dark Eldar Urban hexes)

Barracks: Warriors
Light Factory: Reaver Jetbike
Heavy Factory: Raider, Ravager, Talos (need Prison)
Academy: Dark Eldar Lord
Training Facilities: Scourges, Incubi
Prison: Haemonculus, Grotesques
Minor Spaceport: Lord, Haemonculus, Warrior Squad
Major Spaceport: All units
Gladiator Arena: Wyches, Warp Beast Pack, Hellions (need L.Fact.)

·  Scouts: Mandrakes, Reaver Jetbikes

·  Special Detachments:Fast, Wych

Fast Detachment: Type I MV: 8

HQ: Dark Eldar Lord in Raider
Troops: Raider Squad, Reaver Jetbike
Fast Att.: *
Elite: Wyches in Raider
Hvy.Sup.: Ravager

Wych Army: Type II MV: 4

HQ: Wych Succubus (can have Wych Retinue, see 'Lelith Hesperax' in Dark Eldar Codex)
Troops: Wych squad
Fast Att.: Reaver Jetbike Squad, 0-1 Hellions
Elite: Warrior squad, Raider squad, Mandrakes, 0-1 Warp Beast Pack
Hvy.Sup.: Scourges, Ravager


Ork
(*** incomplete)

·  Building/upgrading Urban hexes: half normal cost. [Fast breeding, widespread]

·  Special Detachments:(***)

**(Incomplete)
Cult of Speed: Type I MV: 8

HQ: *
Troops: *
Fast Att.: *
Elite: *
Hvy.Sup.: *


Tyranid
(*** incomplete)

·  Mycetic Swarm A Mycetic Swarm is a normal detachment except it cannot have Ripper swarms, Spore mines or Gargoyles. If it is built in the capital it may start in orbit (and then drop-pod attack).

·  When gets or captures a ressource hex: automatically destroys it and gets BP equal to 5 times the value (do not get any BP from resource-hexes owned).

·  Can not build Strongholds. Any enemy Strongholds captured are destroyed.

·  Gets 1 BP for each enemy BP destroyed (not just 1/2 BP)

·  All enemies who surrender are killed, and BP gained as above.

·  Genestealer Cults ***

·  Tyranid Infestation ***

·  Special Detachments:(***)

**(Incomplete)
Mycetic Swarm: Type I MV: 4

Use drop pod rules
HQ: *
Troops: *
Fast Att.: *
Elite: *
Hvy.Sup.: *



Further Ideas

Imperial Player Can chose to play the Imperium, and can build Imperial Guard, Space Marines and Sisters of Battle detachments
Battle Fleet Gothic
The above rules cover only battle on one world. The campaign can include a number of worlds (incl. a homeworld for each player), each composing of a different map. Movement between the worlds are by space ships, and battles between fleets can be played as BFG. Players can then build Fleets and orbital defences etc. as well, and blockade and lay siege to worlds etc.
Unofficial Army Lists/Codex'
Fx. A Space Marine player may be playing the Black Templar Chapter, or the Space Wolves Chapter.
Optional rules
Use optional rules in the campaign if all players agrees (or allow them to be optional for each battle, to be used if both players agree). Some examples:

·     Overwatch. (Click here for 2nd Edition Overwtach Rules).

·     Hunter-Killer missiles are allowed to reroll if they miss.

·     Krak grenades can be thrown, allowing troops with in 2" of the assaulted vehicle use krak to full effect. Additionally, because they can be thrown, they always hit on a 4+, even vs. vehicles moving more than 6 inches.

·     Each unit may choose one secondary target unit for shooting. This unit may only be fired upon by one type of weapon. (fx. IG squad: all lasguns and a plasmagun fires at an enemy infantry-unit while a lascannon fires at an enemy tank).

·     Heavy Weapons may be fired even if members of the unit have moved, as long as the model firing the heavy weapon has not moved.

·     A model in cover gets both a cover save and an armour save.

·     Cover save against Ordnance-weapons are worsened by 1 (i.e a 5+ cover save becomes a 6+ cover save against Ordnance).

·     All penetrating hits against buildings (incl. bunkers) form non-area weapons (weapons without a blastmarker) count only as glancing hits.

·     When rolling damage rolls for buildings/bunkers a -1 modifier applies if the weapon is a non-area-weapon.

·     When rolling damage rolls for buildings/bunkers a +1 modifier applies if the weapon is an area-weapon.

 



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Last modified: Jan 13 2000
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