WH40K Campaign Game
Rules
By Nikolaj P P
Version 1.1 - May 9, 2001
Note that all Warhammer 40K products are © Games Workshop Ltd. All names are registered trademarks. All rights are reserved Games Workshop Ltd.
No challenge is implied or intended in any way. These rules used are unofficial and meant as a supplement only.
These rules are created for playing Warhammer 40K battles (3rd ed.) in a campaign (not just a narrative campaign, but a full strategic campaign). I have got inspiration from other suggestions for campaigns at the Internet and from various 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
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 battles can then be fought as WH40K tabletop battles between the players.
These rules are created for the computer game WH40K Campaign. This game is explained here
Updates on the rules can be found at
http://www.geocities.com/npilgaard/minia.html
Thanks to Ivan Raaby and Jens Ole Pedersen for ideas, critique and play testing.
I hope you'll enjoy it!
Nikolaj Pilgaard Petersen, February 21. 2001
npilgaard@hotmail.com
For a glossary, click here
It is very useful to have a window with the glossary open while you read these rules, as there are a lot of specific terms.
The strategic map consists of hexes with different terrain (explained in the movement section). The map and its 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 - note that the rivers are for aestethic reasons only, and not used in the game).
Victory conditions:
Choose one of the following victory conditions to determine the goal of the campaign:
Starting conditions:
Control: each player controls a number of hexes. Some hexes should be left uncontrolled.
Capital: Each player has a Capital (a Metropol/size 4) Urban Hex with the following buildings (explained later): a Major Spaceport and a Prison, and a Fortress stronghold in the same hex.
Urban hex: Each player might controls one or more additional urban hexes. Roll 1D6 for each to determine the size:
1D6 |
Size |
1-3 |
Village |
4-5 |
Town |
6 |
City |
Resource Hex: Each player controls one or more resource hexes. Roll 1D6 for each to determine the size:
1D6 |
Size |
1 |
Tiny |
2 |
Small |
3 |
Medium |
4 |
Large |
5 |
Huge |
6 |
Abundant |
BP: Each player starts out with a number of BP in the capital, and receives 200 BP as 'reinforcements from Space' and 5 BP for each hex controlled in the Capital each turn.
Placement. The player may place his 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. it may not be placed on the edge of the map), and they must all be under the players control. The other Urban hexes must be at least 2 hexes away from the Capital. All Resource hexes must be at least 2 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.
Examples on starting conditions:
3 Player game
For a relatively small game:
Map: see example below
Each player begins the game with:
Control of hexes: see example below.
5000 BP.
1 Capital and 1 other Urban hex
2 Resource hexes
Example: Click here to see an example of a map (don't mind the 'Airspaces' and Rivers - they are leftovers from playtest rules now abandoned).
4 Player game
For a relatively small game:
A 11*10 hexes map:
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.
1 Capital and 1 other Urban hex
2 Resource hexes
Example: Click here for an example of a start setup (don't mind the 'Airspaces' and Rivers - they are leftovers from playtest rules now abandoned).
The above are just examples. With a different number of players or different map the starting conditions may be altered.
All players complete each phase before the next phase begins.
1. Build phase
2. Movement order phase
3. Movement phase
4. Battle movement order phase
5. Battle movement phase
6. Battle order phase
7. Battle resolvement phase
8. End of Turn phase
Players give build/construction orders in this phase.
1.1 BP:
Each player gets the following BP (Build Points) at the start of every turn
Size |
BP produced |
Village |
25 |
Town |
50 |
City |
75 |
Metropol |
100 |
Size |
BP generation |
Tiny |
100 |
Small |
125 |
Medium |
150 |
Large |
175 |
Huge |
200 |
Abundant |
250 |
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 available at the urban hex/Stronghold, where the army/building/etc. is built.
Convoys can be created (they are free) in any urban 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 urban hex, as long as each convoy has at least 50 BP.
1.2 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.
1.2.1 Building Detachments
Detachments must be built according to the following restrictions:
1.2.2 Complexity:
A Detachments complexity determines how long it takes to build .It depends on how many troop choices it has compared to other choices (HQ choices, elite choices etc.). It is calculated as follows:
1 + (# other choices-1) DIV (# Troop choices) + (# points spend on other choices) DIV (# points spent on Troops)
For example:
A detachment with 1 HQ (200 pt), 4 Troops (400 pt), 1 Elite (200 pt), 1 Fast Attack (100 pt) and 1 Heavy support (150 pt) would have an complexity of 1 + (4-1) DIV 4 + 650 DIV 400 = 1 + 0 + 1 = 2.
1.2.3 Special Detachments:
The army lists may built different detachment types (see the special rules section). Each army list has a standard detachment type and some special detachment types. These are only a small part of the army, and thus the number of each of them are limited to be a specific fraction of the total number of detachments the player controls (for example, a Space Marine army may have a max. of 1 Drop Pod Detachment out of each 3 detachments in the army). In addition, the total number of normal detachments must be higher than the total number of special detachments.
1.3 Garrisons:
Garrisons can be built in the same way as detachments, with the following changes:
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)
In addition, the following rules applies to garrisons:
1.4 Strongholds:
A Stronghold can be built as follows:
Type |
BP Cost |
Camp |
150 |
Fortification |
+250 |
Fortress |
+500 |
Fortification and Fortress are upgrades, that can only be built on an existing camp or fortification, respectively. Capital Fortifications can only be built in the Capital.
1.4.1 Defence:
Defences can be built in Strongholds, according to the following limitations:
Type \ Max. # |
Turrets |
Towers |
Walls |
Bunkers |
Other (max. pts.) |
Camp |
0 |
1 |
0 |
2 |
50 |
Fortification |
1 |
2 |
2 |
2 |
100 |
Fortress |
2 |
4 |
4 |
2 |
150 |
1.4.2 Turrets:
Armour: Front 12 / Side 12 / Rear 11, BS: 3. Count as an immobile vehicle. 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 different races, reflected by a lower cost.
Unless noted otherwise all turrets have twin-linked weapons.
Turret weapon |
BP-Cost |
BP Cost |
Space Marine |
Imperial Guard |
Dark Eldar |
Blood Angels |
Chaos |
Dark Angels |
Eldar |
Orks |
Tyranids |
Sisters of Battle |
Catachans |
Necrons |
Space Wolves |
Battle cannon* |
140 |
110 |
|
++ |
|
|
|
|
|
|
|
|
|
|
|
Earthshaker cannon**** |
180 |
140 |
|
+ |
|
|
|
|
|
|
|
|
|
|
|
Plasma cannons |
130 |
100 |
+ |
+ |
|
+ |
|
+ |
|
|
|
|
|
|
+ |
Las-cannons |
110 |
90 |
+ |
++ |
|
+ |
+ |
+ |
+ |
|
|
|
|
|
+ |
Missile launchers |
100 |
80 |
++ |
+ |
|
+ |
++ |
+ |
|
|
|
+ |
+ |
|
+ |
Autocannons |
100 |
80 |
|
++ |
|
|
++ |
|
|
|
|
|
+ |
|
|
Heavy bolters |
90 |
70 |
++ |
+ |
|
+ |
+ |
+ |
|
|
|
+ |
+ |
|
+ |
Inferno cannon* |
70 |
60 |
+ |
+ |
|
+ |
|
+ |
|
+ |
|
++ |
++ |
|
+ |
Darklances |
110 |
90 |
|
|
++ |
|
|
|
|
|
|
|
|
|
|
Disintegrators |
130 |
100 |
|
|
+ |
|
|
|
|
|
|
|
|
|
|
Splinter cannons |
90 |
70 |
|
|
+ |
|
|
|
|
|
|
|
|
|
|
Shuriken cannons |
100 |
80 |
|
|
|
|
|
|
+ |
|
|
|
|
|
|
D-cannon* |
90 |
70 |
|
|
|
|
|
|
+ |
|
|
|
|
|
|
Scatter laser* |
70 |
60 |
|
|
|
|
|
|
++ |
|
|
|
|
|
|
Bright lances |
110 |
90 |
|
|
|
|
|
|
++ |
|
|
|
|
|
|
Star cannons |
100 |
80 |
|
|
|
|
|
|
+ |
|
|
|
|
|
|
Big shoota** |
60 |
50 |
|
|
|
|
|
|
|
++ |
|
|
|
|
|
Rokkit launcha** |
60 |
50 |
|
|
|
|
|
|
|
++ |
|
|
|
|
|
Big lobba* |
70 |
60 |
|
|
|
|
|
|
|
+ |
|
|
|
|
|
Zzap gun*** |
70 |
60 |
|
|
|
|
|
|
|
+ |
|
|
|
|
|
Kannons** |
60 |
50 |
|
|
|
|
|
|
|
+ |
|
|
|
|
|
Custom Mega Blasters** |
100 |
80 |
|
|
|
|
|
|
|
+ |
|
|
|
|
|
Gauss Cannons |
90 |
70 |
|
|
|
|
|
|
|
|
|
|
|
++ |
|
Heavy Gauss Cannon* |
100 |
80 |
|
|
|
|
|
|
|
|
|
|
|
+ |
|
+ : allowed
++: allowed and preferred.
*=not twin-linked
**= BS 2
***=not twin linked. Automatic hit
****=not twin-linked. Indirect fire allowed (min. range 36")
1.4.3 Towers:
All towers have a powerful searchlight mounted on top of them. It works in the same way as a normal searchlight, but has an range of 2D6*5", and must be used on the same unit, as the one that is fired at from the tower (if any).
Weapon Tower:
Cost: 50 BP
Armour: 12
Damaged like a bunker.
Can hold one squad (max. 10 models).
If a squad is deployed 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. At least one model (two Imperial Guardsmen) must be on top ot the tower in order to use the heavy weapon (the rest of the squad may be located in the tower). If the
Anti-Air Tower:
A Weapon 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)
The races arms their AA-Towers as follows:
Imp.Gd: Hydra-armament (2 twin-linked autocannons, range 72")
Space Marines: Twin linked Missile launcher (range 72")
Chaos: Twin linked Missile launcher (range 72")
Dark Eldar: Disintegrator (range 72"/48")
Eldar: Pulselaser (range 72")
Ork: Twin linked Big Shoota (BS 2) (range 48")
Tyranid: -
Sisters of Battle: Twin linked Missile launcher (range 72")
Necrons: Twin linked Gauss Cannons (range 72")
Turret tower
A Weapon Tower can be upgraded to a 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 in addition to the cost of the tower, and the turret tower counts both as a tower and as a turret, for purpose of maximum numbers allowed.
Radar Tower
A Weapon 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.
1.4.4 Bunkers:
Cost 50 BP.
1.4.5 Other defences:
Note: the above max. is not max. # but max. BP spend.
Type |
BP cost |
Razor wire, 6" |
6 |
Tank trap |
8 |
Trench, 6" |
10 |
Minefield, 4"*8" |
20 |
Booby trap |
20 |
Wall section |
20 |
Gun placement |
20 |
Wall section: Can be either: High wall (6"): Models on top: 4+ cover save, Armour 11, damage rolls as bunker, but area effects weapons +1 to dmg.roll. - Or low wall (12"): as standard terrain (fence etc.), but gives 4+ cover save.
Gun placement: 4+ cover save. Can not be destroyed (like trenches etc.).
1.5 Urban Hexes
Urban hexes contains urban settlements. A Urban hex can 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. 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 must be in the hex in form of a convoy. BP for upgrade must be in the hex itself.
Type |
Build/upgrade Cost (BP) |
Village |
200 |
Town |
+300 |
City |
+500 |
Metropol |
+1000 |
1.5.1 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 is allowed in each Urban hex.
The building names below are the standard names. The names may vary for different races.
The unit types allowed by the different buildings are only guidelines. It varies for the different army lists. In addition, some army lists may build special buildings not listed below.
Building |
Min. size |
BP cost |
Maintenance |
Allows |
Barracks |
1 |
50 |
10 |
Troops |
Training facilities |
3 |
200 |
20 |
Elite |
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 |
All |
Strategic HQ |
3 |
300 |
30 |
create/modify detachment |
Prison |
2 |
100 |
10 |
- |
Medic center |
3 |
200 |
20 |
heals wounded |
Repair facility |
3 |
200 |
20 |
repairs damaged vehicles |
Taxation office |
1 |
100 |
10 |
BP output +50% |
'Exploitation center' |
2 |
+100 |
0 |
BP output +100% |
One building can be 'disbanded' in the build phase. It is then lost, and 50% of the BP cost is then returned.
The maintenance cost is paid from the hex's BP at the beginning of each turn. If a buildings maintenance is not paid, then the building is disbanded.
Additional notes for specific buildings:
Major Spaceport an upgrade of a Minor Spaceport.
Strategic HQ Allows changing of structure of Detachments in the hex, and the creation of new detachments in the hex (only of models that can be built in the hex).
Medic Center Detachments on the 'Recover' movement order (see below) in the hex: all wounded models recover automatically.
Repair Facility Detachments on the 'Recover' movement order 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. Size can not be lower than 1 (village) .
1.6 Roads
Each Town or larger Urban hex can attempt to built one road every turn.
A roadbuild action costs 50 BP. A road is then build between two adjacent hexes both controlled by the player and not in enemy ZOC.
If the terrain is not plains, then there is a risk that the roadbuild will fail. The risk increases with more difficult terrain.
Each player gives each of his detachments and convoys a movement order.
Note: The orders are not carried out until the next phase.
Detachments can be given the following orders:
Convoys can only be given the orders 'Path' and 'Guard'.
Garrisons always have the order 'Guard'.
2.1 Movement Orders:
2.1.1 Path
The detachment moves along a specified path of hexes up to its movement allowance.
2.1.2 Follow Detachment
The detachment waits until all other detachments have moved, and then moves toward the target detachment.
2.1.3 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, see below).
If the detachment is in a hex with a Medic Center, then all wounded models recover automatically.
If the detachment is in a hex with a Repair Facility, then all damaged vehicles are repaired automatically.
2.1.4 Move and Claim
The detachments MV is halved (rounded up), but every hex it enters is claimed (see below)
2.1.5 Claim Area
The detachment can not move, but the hex it occupies and all adjacent hexes are claimed (see below), except hexes occupied by an enemy detachment or garrison.
2.1.6 Reserve Movement
As 'Path' except:
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 enemy, at it automatically has the 'Inactive' Battle Order after the move (see below).
2.1.7 Guard
The detachment does nothing. Garrisons always counts as having this order.
The detachments and convoys are moved according to their orders.
Note: in the computer game this phase is handled by the computer.
3.1 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) and convoys 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.
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).
3.2 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 normally count as 'wheeled vehicles'.
3.3 Terrain
The movement cost to enter a hex depends on its terrain:
Terrain |
MV-cost |
Plains |
2 |
Forest |
4 |
Hills |
4 |
Sea |
2 |
Jungle |
6 |
Mountains |
6 |
Swamp |
6 |
Road* |
1/2 normal |
*= to use a road, both the hex that is left and the one entered must have roads.
A unit can enter a hex with higher MV-cost than the unit has left. It then stops movement and automatically gets the 'Inactive' battle order (see below) in the following battle order phase.
Some types of units are restricted in the hexes, that they can enter:
Terrain \ Type |
Infantry |
Tracked |
Wheeled |
Skimmer |
Plains |
+ |
+ |
+ |
+ |
Forest |
+ |
+ |
|
+ |
Hills |
+ |
+ |
+ |
+ |
Sea |
|
|
|
+* |
Jungle |
+ |
|
|
+ |
Mountains |
+ |
|
|
+ |
Swamp |
+ |
+ |
|
+ |
Road |
+ |
+ |
+ |
+ |
+=movement allowed.
*=if skimmers end their movement in this hex, they are automatically destroyed.
3.4 Sight Radius
Only enemies within sigh radius of friendly units can be seen.
The unmodified sight radius of convoys, detachments, urban hexes and Strongholds are 0
(i.e. they can only 'see' the hex they occupy).
If a detachment or garrison has at least one scout unit (see below) with at least half it models combat ready,
the its sight radius is increased to 1 hex (i.e. adjacent hexes can be 'seen').
If a Stronghold has a Radar Tower then its sight radius is increased to 1 hex .
The sight radius of the Capital is +1 hex (i.e. 1 hexes, or 2 hexes with Radar Tower or scouts in the garrison).
3.5 Scout Units
Each race has different units which are considered scouts for sight range purpose. See the Special Rules
3.6 Claim
An unit in enemy Zone of Control cannot claim any hexes.
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 it 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.
If a player claims a hex already controlled, it is cleared of Chaos corruption and Tyranid infestation.
If a players capital is claimed, then the game is finished. The player has lost the game, and the claiming player gains 25 VP. The overall winner of the campaign is the player with most VP's.
3.6.1 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:
Resource 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 claimed if the claiming detachment is occupying the hex. If a players capital is claimed by another player, then the player has lost the game. The campaign ends and the player with the most VP is the winner.
Strongholds in claimed hexes are captured if they contain no enemy detachment or garrison. All buildings, defences etc. are captured too. 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).
Convoys in claimed hexes are not captured.
Each detachments get one of the following orders:
Attacks and raids can only be made be into an adjacent hex.
If two or more detachments of the same player attacks the same unit/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 unit/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 unit that can be seen. If an unseen target hex turns out to be enemy occupied, then battle occurs as normal. 'Attack', 'planned attack' and 'inactive' (i.e. stay in orbit) are the only orders allowed. Only one detachment pr. player can deep strike each hex in this way.
Note: Orders are not carried out until the next phase.
4.1 Attack Orders
4.1.1 Attack unit/hex
Detachment is moved into target hex, or the hex which the target detachment occupies.
4.1.2 Planned attack on unit/hex
As attack, except that the attacker gets certain advantages. The detachment automatically loses initiative.
Withdraw
If attacked/raided the detachment tries to move to an adjacent hex. If the withdrawing players' initiative is higher than the attacking players, then the withdraw is successful. Otherwise it is caught in battle. If possible, the detachment must withdraw to a hex with no adjacent enemies. If no empty hexes are available, the withdrawing detachment is destroyed.
4.1.3 Raid detachment/hex
As attack, except that the raiding detachment always return to the starting hex after battle is finished
4.1.4 Planned raid
As raid except that the raider gets certain advantages. The detachment automatically loses initiative.
4.1.5 Defend
The detachment does not move, but receives certain advantages in case it is attacked/raided.
4.1.6 Guard
The detachment is alert. If a battle occurs in an adjacent hex, then the detachment will support any friendly participants. The detachment can only lend support to one battle per turn.
4.1.7 Support
The detachment supports another detachment (for instance in an attack, defence etc.).
4.1.8 Inactive
The detachment does nothing. All garrisons are considered having this order.
The detachments battle orders are carried out
5.1 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 in turn carries out his detachments (except those who automatically loses initiative) battle orders, following the battle initiative. The player decide in which order his detachments orders are carried out.
If a detachment that has not yet carried out its orders is attacked or raided, then its battle-order is canceled, unless the order is 'defend' (for instance. 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 attacked 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 hex instead of the primary attacker.
When all players have carried out battle orders, then they carry out orders for the detachments that automatically lost initiative, one player at a time, same order as before.
In every hex where a detachment successfully attack/raids an enemy detachment/garrison 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.
6.1 Quick battles:
If it is not possible to fight a WH40K battle (or if the participating players agree not to) then the outcome can instead be determined by die rolls:
Each player rolls 2D6, add any modifiers, and inflicts a percentage of their detachment's ready pt-value (the value of all the battle ready models in the detachment) as pts of damage on the enemy army. The army that inflicts most pts of damage wins.
2D6+mod |
Dmg inflicted (%) |
less than to 2 |
0 |
2 |
10 |
3 |
20 |
4 |
30 |
5 |
40 |
6 |
50 |
7 |
60 |
8 |
70 |
9 |
80 |
10 |
90 |
11 |
100 |
12 |
120 |
13 |
150 |
more than 13 |
200 |
Modifiers to the roll:
Attacker 'raid' or 'planned raid': attacker -1, defender -1
Attacker 'planned attack' or 'planned raid': attacker +1
Defender on 'defence': defence: +1
Roll 1D6: on '6' the player with the smallest force (lowest point total) gets +1 ('underdog courage')
Each detachment supporting the defender: defender +2
Each detachment supporting the attacker from front of the defender: attacker +1
Each detachment supporting the attacker from flank of the defender: attacker +2
Each detachment supporting the attacker from rear of the defender: attacker +3
Support attacker:
Front hexes: the two hexes adjacent to the hex occupied by the primary attacker.
Flank hexes: the two hexes one hex away from the hex occupied by the primary attacker.
Rear hex: the hex directly opposite the hex occupied by the primary attacker.
A: primary attacker; D: defender
The owning player chooses 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.
Note: in the computer game casualties are determined randomly. Because only whole or half squads may be chosen as casualties, and the damage inflicted is the minimum point value required, the actual value of the casualties lost often exceed the damage inflicted.
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 '5', thus doing 40% of 1000 = 400 pts of damage. Player B rolls '6', 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.
6.2 WH40K Battle:
6.2.1 Preparations for battle:
6.2.1.1 Terrain
The terrain depends on the type of terrain in the hex in which the battle occurs.
The terrain is set up by using the random terrain generators below.
If you use some other method to setup terrain (this is of course permitted, as long as both players agree), then the terrain of the battlefield should be determined by the terrain of the hex (ie. if the battle is fought in a plains-hex, there would be few or no woods or hills, but lot of grass and perhaps a river, etc.). Note that the terrain of jungle-, mountain- and swamp-hexes are a special form of terrain (see below).
If a road exists in the hex it may (50% chance or if players agree) be placed on the battlefield (road: 4" wide).
6.2.1.1.1 Terrain generator:
For each 24"*24" square of the battle field roll 1D6 and halve the result (rounding up - eg. 1-3). This is the number of terrain pieces in that square.
Terrain of plains-, hills- and forest-hexes are determined as follows: For each terrain piece, each player roll 1D6. The player who rolls the highest number rolls on the relevant table below, according to the terrain in the hex, and places the terrain type (at least half of it must be in the square).
The terrain of jungle-, mountain- and swamp-hexes are determined is generated in the same way as jungle terrain in Codex: Catachans: basically the battlefield is covered by the respective terrain type (jungle, mountains, swamp). Roll once on the terrain generator for each 12" of the table's longest edge. The feature can be placed anywhere on the table.
The standard terrain features in the tables below are as explained in the WH40K rule book, except when noted.
6.2.1.1.1.2 Plains:
2D6 |
Feature |
Notes |
2 |
Deep river or lake |
|
3 |
Shallow river |
|
4 |
Settlement |
|
5 |
Rocks |
1-2 'large' |
6 |
Wood |
|
7 |
Tall grass |
As Crop field, except no fences |
8 |
Underbrush |
As Tall grass, but difficult terrain for infantry |
9 |
Hill |
|
10 |
Structure |
|
11 |
Ruin |
|
12 |
'Special' |
|
6.2.1.1.1.3 Hills:
2D6 |
Feature |
Notes |
2 |
Deep river or lake |
|
3 |
Shallow river |
|
4 |
Steep hill |
|
5 |
Rocks |
|
6 |
Wood |
|
7 |
Hills |
|
8 |
Hills |
|
9 |
Tall grass |
As crop field, except no fences |
10 |
Structure |
|
11 |
Ruin |
|
12 |
'Special' |
|
6.2.1.1.1.4 Forest:
2D6 |
Feature |
Notes |
2 |
Deep river or lake |
|
3 |
Shallow river |
|
4 |
Dense forest |
As forest, but very difficult for infantry, vehicles make a difficult terrain test for each 6" (or fraction of 6") |
5 |
Rocks |
|
6 |
Underbrush |
See 'plains' |
7 |
Forest |
|
8 |
Forest |
|
9 |
Hill |
|
10 |
Structure |
|
11 |
Ruin |
|
12 |
'Special' |
|
6.2.1.1.1.5 Jungle:
The entire battlefield is covered by jungle, except where other features exists. See Codex: Catachans for further details.
Jungle: Difficult terrain for all models. If two 1's are rolled for the diff. terrain test: unit spooked (may not move, shoot or assault this turn). Vehicles make a difficult terrain test for each 6" (or fraction of 6") they move jungle. 6" line of sight through jungle (not counting trails or other clear areas in the 6").
The terrain generator below is from Codex Catachans p. 18.
2D6 |
Feature |
Notes |
2 |
Dangerous terrain |
1D6: 1: Marshes, 2: Thermotropic vines, 3: Venus mantrap, 4: Spitting cactus / Strangle vine, 5: Carnivore lair, 6: Boiling mud / Tar pits |
3 |
Settlement |
D3 trails |
4 |
Stream |
|
5 |
Clearing |
12" diameter. D3 trails. OR add 6" area of clear around an existing settlement. |
6 |
Hill |
Covered in jungle |
7 |
Clearing |
As above. |
8 |
Barren hill |
|
9 |
Clearing |
As above |
10 |
Road |
4" wide |
11 |
Ravine |
12"-24" long, 1"-6" wide. Bridge: fallen tree: cross: each model 1D6, removed on '1'. Trails to bridge. |
12 |
Overgrown ruin |
|
Trails are 2" wide and connects features as noted above.
6.2.1.1.1.6 Mountains:
The entire battlefield is covered by mountains, except where other features exists.
Mountains: As steep hill, covered in snow, difficult terrain for all models. Vehicles make a difficult terrain test for each 6" (or fraction of 6") they move.
2D6 |
Feature |
Notes |
2 |
Deep river or lake |
|
3 |
Settlement |
D3 trails |
4 |
Forest |
|
5 |
Plateau |
Clear, 12" diameter. 50% chance: D3 trails. OR add 6" area of clear around an existing settlement. |
6 |
Peak |
Snow covered hill. Difficult terrain. |
7 |
Cliff |
Hill with 1-2 steep sides (impassible terrain) |
8 |
Plateau |
As above |
9 |
Ravine |
As below |
10 |
Pass |
6" wide. Clear. Stretches all across the battlefield. |
11 |
Ravine |
12"-24" long, 1"-6" wide. Bridge: fallen rock: cross: each model 1D6, removed on '1'. Trails to bridge. |
12 |
Ruin |
|
Trails are 2" wide and connects features as noted above.
6.2.1.1.1.7 Swamp:
The entire battlefield is covered by swamp, except where other features exists.
Swamp: Difficult terrain for all models. If two 1's are rolled for the diff. terrain test: unit spooked (may not move, shoot or assault this turn). Vehicles make a difficult terrain test for each 6" (or fraction of 6") they move.
2D6 |
Feature |
Notes |
2 |
Carnivore lair (see 'Jungle'). |
Up to 12" diameter. |
3 |
Settlement |
D3 trails |
4 |
Stream |
Shallow river |
5 |
Dry spot |
12" diameter. D3 trails. OR add 6" area of dry around an existing settlement. |
6 |
Jungle |
Up to 12" diameter. |
7 |
Dry spot |
As above. |
8 |
Stream |
As above |
9 |
Dry spot |
As above |
10 |
Marshes |
Up to 12" wide (see 'Jungle') |
11 |
Road |
4" wide. |
12 |
Overgrown ruin |
|
Trails are 2" wide, dry and connects features as noted above.
6.2.1.2 Missions / Scenarios
The players agree on playing either a scenario or a normal battle (see below). If they cannot agree, roll a D6: 1-3: normal battle; 4-6: scenario.
6.2.1.2.1 Scenario:
The scenario depends on the battle orders of the participants and the location of the battle. Find the relevant situation below, and roll 1D6 to determine which scenario is played. (For 'Special', see below)
Attacker 'attacks' ('attack'/'planned attack' battle order):
Defender has Stronghold in hex:
1D6 |
Scenario |
1-3 |
Battle: Bunker assault |
4 |
Raid: Strongpoint attack |
5 |
Breakthrough: Blitz |
6 |
Special |
Defender is on 'withdraw' battle order:
1D6 |
Scenario |
1-3 |
Breakthrough: Rearguard |
4-5 |
Breakthrough: Breakout |
6 |
Special |
Otherwise:
1D6 |
Scenario |
1 |
Standard: Cleanse or Nightfight (50% chance each) |
2 |
Standard: Patrol |
3 |
Standard: Rescue |
4 |
Battle: Take & hold |
5 |
Battle: Meat grinder |
6 |
Special |
Attacker 'raids' ('raid'/'planned raid' battle order):
Defender has Stronghold in hex:
1D6 |
Scenario |
1-4 |
Raid: Strongpoint attack |
5 |
Breakthrough: Blitz |
6 |
Special |
Otherwise:
1D6 |
Scenario |
1-3 |
Raid: Sabotage |
4-5 |
Raid: Ambush |
6 |
Special |
'Special': The players rolls a number of dice each equal to their strategy rating. The defender rolls an extra die if on 'defence'-order, the attacker rolls an extra if on 'planned attack' or 'planned raid'. The winner decides which one of the available scenarios is played. Alternatively a special scenario may be chosen, if it corresponds to the situation (i.e. a Slave raid if a Dark Eldar player raids etc.).
If a defender has a Stronghold, the defences, turrets, bunkers etc. built in the Stronghold replaces all bunkers, fortifications etc. in the scenario. So the defender places all his defensive constructions instead of those mentioned in the scenario.
6.2.1.2.2 'Normal Battle':
The winner is determined by using Victory Points. In addition to the standard Victory Points for destroying enemy models, each player gets 150 Victory Points for each table quarter he controls (as in a 'Cleanse'-mission) when the game ends, if the attacker 'attacked', but not if he attacked a Stronghold or if he 'raided' (i.e. Victory Points for table quarters are not given in raids or if a Stronghold is attacked).
Special rules are used as follows ('always' means that the rule always are available; 'roll' is explained below):
Random Game Length: 1D6: 1-3: No, 4-6: Yes (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. Infiltrating units are set up afterall other units. They may be anywhere on the map, but at least 18" from any enemies.
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 the defender has a Stronghold in the hex where the battle occurs Then the defender sets up defences on his half of the table according to what he has built for the Stronghold (towers, trenches etc.). Buildings (towers and bunkers) must be at leats 6" from any short board edge, and at least 3" from the long board edge.
If the primary attacker is attacking from Orbit, then the defender may setup on the entire board. All buildings must be at least 12" from any board edge.
A buildings can be controlled by the enemy if he moves models into it, and no defending models occupy it.
Preliminary 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 a 'supporting' detachment, he may perform preliminary bombardment.
Sentries: Normally not used, but if the players prefer it can be used in raids.
Hidden Setup: If the primary attacker attacks from Orbit the defender uses hidden setup, otherwise it is not used.
'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'
Setup
Deployment Zone: 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). To determine who selects side first, each player rolls 1D6. The defender adds +1 if on 'defend'-battle order, the attacker adds +1 if on 'planned raid' or 'planned attack' battle order. The player who gets the highest result selects his side first. In case of a tie each player rolls 1D6 (unmodified) until one rolls higher than the other.
If the primary attacker is attacking from Orbit, then the defender may deploy on the entire board, using the hidden setup rules. All units must be at least 6" from any board edge.
If the defender has a Stronghold in the hex, he may, after terrain is set up and sides has been determined, choose to remove one (if Camp, two if Fortification, three if Fortress) terrain piece(s) located on his half of the board. Only terrain which could logically be burned or otherwise removed by the defenders (eg. woods, tall grass etc. but not hills, river etc.) may be removed. This represent the defenders having prepared firing lanes, and removed enemy cover in front of their fortification.
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 who sets up first, each player rolls 1D6. The defender adds +1 if on 'defend'-battle order, the attacker adds +2 if on 'attack battle' order or +3 if on 'planned attack' battle order. The player who gets the highest result sets up first. In case of a tie each player rolls 1D6 (unmodified) until one rolls higher than the other.
Initiative
To determine who chooses which player gets the first turn, each player rolls 1D6 with the following modifications:
Attacker:
Defender:
In case of a tie each player rolls 1D6 (unmodified) until one rolls higher than the other.
The player who rolled highest decides whether to go first or second.
6.2.1.3 General Rules:
6.2.1.3.1 Participating models
All units from the involved detachments/garrisons participate in the battle, with the following restrictions:
A unit must be at at least half strength (in number of models) and undamaged (in case of 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. Imperial 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 strength, in the battle.
Example: 4 squads of Imperial Guardsmen with 4, 6, 6 and 7 models. These models must be transferred into three squads with 10, 10 and 3 models, thus only two of them (the two 10-man squads) can be used. Had the 4th squad had 9 models instead of 7, then the squads created would have 10, 10 and 5 models, and could thus all be used.
6.2.1.3.2 Deep Strike from Orbit
If a detachment attacks from orbit, and it is the primary attacker of a hex, then roll 1D6 for each unit. The unit arrives in the first turn on 3+ (2+ if 'planned attack') as deep strike (all normal rules for AA-fire applies (see below). All enemy units are considered able to fire). Units not arriving in the first turn arrive in in turn 2 (or subsequent turns) on a roll of 2+.
6.2.1.3.3 'All-reserve' detachments
If the primary attacker or defender is a detachment which start with all units in reserve (an Imperial Guard Super-Heavy Bomber detachment), then check which units arrive in the same way as for a deep striking detachment (see 6.2.1.3.2 Deep Strike from Orbit, above). If the 'All-reserve' detachment is the defender, and the defender is required to setup his models first, then units which arrive in the first turn are setup as normal instead of actually 'arriving'.
6.2.2 Fighting the Battle:
6.2.2.1 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).
Only detachments that are supporting one of the primary detachments involved in the battle,
or detachments on 'guard'-battle order adjacent to the battle hex, can lend reinforcements.
A detachment cannot try to lend reinforcements if it is providing artillery support in the
same turn (see 6.2.2.2 below).
From turn 2 onwards each player may attempt to draw one 'slot choice' (i.e. 1 troop choice or 1 fast attack choice etc.) pr. detachment pr. turn into the battle. It is successful in the same way as normal reserve rolls (i.e. on 4+ on 1D6 in the 2nd turn, 3+ in the 3rd, etc.), subject to the following cumulative modifiers, depending on the unit :
Note that a 'slot choice' may include more than one unit (Imperial Guard platoons etc.). In this case all units must have 'Scout' or 'Infiltrate' abilities in order to get this bonus.
Included in a 'slot choice' are any additional models that normally are attached to it (i.e. an Imperial Guard HQ 'slot choice' may include a Command HQ, support squads and an Commissar).
Units arriving as reinforcements may not make any assaults in the turn they arrive.
Units from other detachments arrive in addition to any normal reserve units, and counts as
normal reserves, except where noted.
Units from orbit arriving in this way counts as 'Deep Strike'.
Other units arrives from table edges depending on the position of their detachment on the strategic map:
Reinforcements supporting the attacker:
Front: the two hexes adjacent to the hex occupied by the primary attacker. The unit enters game from the attackers long board edge.
Flank: the two hexes one hex away from the hex occupied by the primary attacker. The unit enters game from the appropriate short board edge, outside the opponents deployment zone.
Rear: the hex directly opposite the hex occupied by the primary attacker. The unit enters game from the defenders long board edge, and may thus enter the board in the opponents deployment zone!
A: primary attacker; D: defender
Reinforcements supporting the defender:
Front: the two hexes adjacent to the hex occupied by the primary attacker. The unit enters game from the appropriate short board edge, outside the opponents deployment zone.
Flank & Rear: all other hexes. The unit enters game from the defenders long board edge.
6.2.2.2 Artillery Bombardment
Artillery weapons (barrage i.e. Guess) can fire into the battlefield,
if the battle is a result of an attack (not raid). They must be from detachments
supporting (on 'support' or 'guard' order)' one of the participants in the battle.
They must be within bombardment range. The bombardment 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 (the battle it supports).
Each artillery unit can attempt to fire once pr. turn. Roll 1D6 for each unit,
on 2 or more it can fire that turn. One re-roll per turn is allowed if
any friendly unit on the battlefield has improved comms (vehicle upgrade).
If the bombarding detachment supports the defender: if it is on 'support' battle order
and the defending detachment is on 'defend' battle order, then the bombardment may begin in turn 1, otherwise it starts in turn 2.
If the bombarding detachment supports the attacker: if it is on 'support' or 'attack'
battle order and the primary attacking detachment is on 'planned attack' battel order,
then the bombardment may begin in turn 1, otherwise it starts in turn 2.
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.
Because of the long range the bombardment is very unprecise. The scatter die is rolled as normal,
but an arrow indicates a scatter of 1D6*3 (three times normal!). Even on a hit the template
scatters 1D6/2 (half a D6, rounded up), in the direction indicated by the small arrow.
There is no minimum range for weapons providing artillery support, but the maximum
range still counts (e.g. a griffon can fire at any point up to 48" from the center
of the relevant tableedge).
Batteries: If multiple models of the same type are in the same bombarding unit,
then all or some of them may choose to fire in batteries in the same way as an
Imperial Gduard mortar unit (i.e. templates next to each other).
The first shot scatters as explained above, and the following templates
are placed according to the scatter die. Even if a 'hit' is rolled the template is
still placed according to the small arrow (i.e. all templates are placed randomly)
6.2.2.3 AA-weapons (Anti-Aircraft Mount)
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), and shoot at flyers without adding 12" to the range, and use the normal BS, instead of only hitting on '6'.
When trying to shoot at ground targets, roll 1D6. On 4+ they fire as normal, on 1-3 they cannot fire that turn.
They cannot shoot at targets at ground level and within 12" of the weapon, as they cannot be depressed low enough to shoot at such a close target.
6.2.2.4 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' (ready to shoot at enemy drop pods). It then gives a bonus to the following roll, against one enemy unit, that deep strikes the following turn. Normally the exact target for the bonus cannot be chosen, but the type can and the target is then randomly determined (for example: different types in a space marine drop pod army might be drop pods (containing infantry, dreadnoughts etc.) and land speeders).
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
Fortress: +2
**Each AA-weapon: +1/+3*
Each unit in weapon-tower: +1*
Each unit with AA-mounted weapon: +2*
*=Only against one target per turn, and only if 'watching the skies' (i.e. did not shoot, and is not engaged in close combat or broken etc.)
**=Each 'ready' AA tower gives a +1 modifier to all rolls, and gives an additional +2 (for a total of +3) modifier against one unit per turn.
6.2.2.5 Reserves
If a player is allowed to use the 'reserves' special rules, then he is allowed to keep units in reserve for the entire battle (not using them at all). These units must be declared before the battle, and their point cost is not included, when the strength difference is calculated for VP/DXP purpose (see 6.2.3.5, below). However, the minimum requirements of the force organisation chart must still be met (ie. at least two troop choices and one HQ choice must be fielded, before any units can be (voluntarily) held in reserve).
6.2.2.6 Retreat
No un-broken units may leave the battle-field, until the owning player has declared 'retreat'. 'Retreat' can be declared 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 automatically loses the battle, except if he is conducting a raid which is played as a 'normal battle' (see above). In this case the winner is determined by victory points as usual.
6.2.3 After the Battle:
6.2.3.1 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.
6.2.3.2 Winner
The winner is determined by the victory conditions of the scenario or by victory-points for a 'normal battle', except:
6.2.3.3 Drawn battles
If a battle ends as a draw (in a cleanse mission, for instance), the defender is considered the winner.
6.2.3.4 Winner BP
The winner gets BP equal to 1/2 of the point value of enemy models destroyed (from pillaging etc.).
The BP are placed in a convoy in the same hex as the army.
Any enemy convoys in the battle hex are captured by the winner.
6.2.3.5 VP
The winning player gets VP (campaign victory points) according to the difference in strength: The value (cost in BP) of the winners participating units (half for bombarding units) minus the value of the losers participating units (half for bombarding units) (excl. buildings, defences etc.)
Difference in strength |
VP |
more than 1250 |
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 |
less than -1250 |
15 |
In addition a player gains 25 VP if he captures an enemy capital.
6.2.3.6 Casualties
Vehicles and buildings/defences are destroyed/damaged according to the result of the battle. If a vehicle is immobilized 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 |
lose |
1-3 |
4-6 |
|
win |
1-2 |
3-4 |
5-6 |
If a player has retreated from the battle, then all his models from broken units and all his models from destroyed squads are automatically considered dead (no rolls).
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 (considered 'wounded'). If a special character is lost, he may not be used again in the game.
Models with multiple wounds, that have suffered wounds, are considered at full wounds for the next battle (i.e. wounds are not carried over to the next battle).
6.2.3.7 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 the 'primary' detachment of each side gets DXP for a battle, not supporting detachments.
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 (built):
DXP |
Rank |
Max. size (pts) |
0 |
Normal |
1500 |
10 |
Veteran |
1750 |
20 |
Hardened Veteran |
2000 |
30 |
Elite |
2250 |
50 |
Ultra Elite |
2500 |
6.2.3.8 Withdrawals
Only for battles fought as a result of an 'attack'-battle order (i.e. not 'raid'):
After all battles have been fought, losing defending detachments must withdraw from the hexes. All losing garrisons are destroyed.
If the attacker initiated the battle by dropping on the hex from orbit, and the defender won, then the attacking drop pod detachment 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 cannot enter a hex with terrain impassable to the detachment (i.e. infantry cannot enter a sea hex etc.), and it cannot enter a hex occupied by another detachment (friend or foe). A defending detachment may not move into the hex, from which the attacker came. Otherwise the detachment must make the move according to the following priorities:
If a detachment is unable to withdraw, it is destroyed.
If the attacker won, then the primary attacking detachment is moved into the hex. If the primary attacker was supported by a drop pod detachment, then the drop pod detachment stays in the hex, and the primary attacking detachment stays in its hex.
For battles fought as a result of a 'raid'-battle order:
The attacker stays in the hex from which the raid came, and the defender does not withdraw. Any BP the attacker has gained from the battle is located in the attackers hex (in a convoy).
6.2.3.9 Raiding Resources
If a Resource Hex is successfully raided, then all RP generated by the hex this turn is captured and moved (in a convoy) with the raiding detachment back to the hex, from which the raider came.
6.2.3.10 Raiding Urban Hexes
If a Urban Hex is successfully 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.
7.1 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)
7.2 Victory check
Check to see if a player fulfill the victory conditions, and thus has won the game.
Also check to see if any players are eliminated from the game. A player is eliminated if he
has no units (convoys or detachments), urban hexes or resource hexes left. He is then out of the game.
7.3 End of turn
A new turn begins.
The following rules are special rules for different army lists. Only the general special rules are noted below. For a complete list of all army list-dependent rules (such as which buildings that allow which models to be built, which models that are allowed in which detachment-types, structure of special detachments, 'rare' items/models etc.), see the special rules for the relevant army list on the info-screen (in the WH40K campaign computer game)
Notes i [ ] are fluff used to justify the special rules.
General - All armylists:
Imperium - All Space Marine, Imperial Guard and Sisters of Battle army lists:
Space Marine - All Space Marine army lists (except Chaos):
Space Marine - Codex Space Marine army list:
Strengths: Often move and attack first. Drop Pod detachments gives great strategical and tactical flexibility. Damaged detachments can still fight reasonably well.
Weaknesses: Slightly fewer BP than average. Dependent on the capital or spaceports to produce units.
Black Templars:
Strengths: As Codex Space Marine.
Weaknesses: As Codex Space Marine, but fewer scouts.
Blood Angels
Strengths: As Codex Space Marine, except Drop Pod detachments are even better in battle. The Death Company Army can be very effective against enemy infantry-based detachments
Weaknesses: As Codex Space Marine.
Dark Angels:
Strengths: As Codex Space Marine. The Ravenwing detachments are very fast. Deathwing detachments consist of some of the toughest troops in the game.
Weaknesses: As Codex Space Marine.
Salamanders:
Strengths: As Codex Space Marine.
Weaknesses: As Codex Space Marine.
Space Wolves:
Strengths: As Codex Space Marine. Can move quickly through hills and forests terrain. Almost always have scouts.
Weaknesses: As Codex Space Marine.
Imperial Guard
Strengths: Strongholds are cheap and effective. Armoured detachments can be very effective against unprepared enemies. Artillery detachments (armoured detachments with lots af artillery) are deadly if used from behind the front lines, especially when supporting attacks against enemy Strongholds. Junglefighters good in jungle. Super-Heavy detachments.
Weaknesses: Often move or attack after other players. Few common scout units.
Sisters of Battle
Strengths: Lots of Heroes of the Imperium. Almost always have scouts .
Weaknesses: Few detachment types.
Eldar
Strengths: All units are fast. Lots of different special detachments. Lots of Scouts.
Weaknesses: Few large Urban hexes.
Chaos
Strengths: Can corrupt neighboring enemy lands, without the need of any active actions.
Weaknesses: The special detachments are almost similar in strategic aspects.
Dark Eldar
Strengths: Very fast and able raiders. Often act first, and difficult to find or catch for the enemies.
Weaknesses: Lower basic income than normal. Weak in defence. Few large Urban hexes.
Necrons
Strengths: Hard to catch. Ignore most terrain. Immunity.
Weaknesses: Very depended on the capital. Low basic income. Very limited scouts. No special detachments.
Orks
Strengths: Lots of smaller Urban hexes with large income. Gains BP when claiming enemy territory. Fast recovery of wounded.
Weaknesses: Few special detachments..
Tyranid
Strengths: Gains lots of BP as long as new territory is gained or enemy armies are
defeated. Attacks from orbit gives strategical flexibility. Infest enemy hexes.
Weaknesses: Very low basic BP income. Few scouts.
For some tips and advice on the strategy of this campaign game, click here: Tips and advice
Battle Fleet Gothic
The WH40K campaign can be extended to include BFGothic. The players fight for control of the system in which the planet holding the 40K campaign is located. The player who controls the system can stop the supplies to his enemies, thereby canceling their 'BP income from Space' as long as he retains control.
Dark Eldar and Tyranid players get half their normal 'BP income from Space' if the system is enemy controlled.