Campaign Rules

 

 

·        This will be a map campaign.  You will select one section on the edge of the map as your landing zone and mark it with a pin.

·        Each turn you may place a pin in a section that borders on of your current sections.

·        If you have a pin in the same section as another player you fight a battle of 40k.  The winner of the battle controls the sector.

·        To “win” the battle you must control the objective or beat your opponent by at least 200 VP.   Controlling is defined as at least one unit above half strength or mobile vehicle on the objective and no enemy units on the objective.  

·        You may end up fighting more than one battle in a single turn. Battles need not be resolved to move on to the next turn.  A battle may be put off for 1 turn.  (Meaning you get 1 chances to “skip it” on the next turn you must fight or the battle is considered a draw.) 

·        A battle may end in a Draw.  If it does both pins are removed from the sector.

·        OPTIONAL RULE:  Instead of placing a pin on your turn you may choose to “fortify” a controlled location.  This allows you one fortification per the 40k or cityfight rules.  Sectors may be fortified up to 3 times.

·        The defender is the current controller of the sector; the attacker is the one who placed a pin.  If two pins are placed in the same sector on the same turn determine randomly who is attacker/defender.

·        NOTE: Some armies may always be the attacker.

·        You are assumed to be controlling a large army consisting of many smaller forces. You and your opponent will chose the point value for your battle and both players  make an appropriate army list.  You can use the same army list for every battle or change it every time.

·        Minimum Points are 1500; Maximum Points are 3000.

·        Units will gain experience points during the course of the campaign according to the 40k rulebook.  In order to do this you must keep track of which units fight in which battle and how much xp it has gained. Experienced units that are destroyed or reduced below half strength will lose experience as detailed in the 40k Rulebook.

·        Some map sections will have special rules associated with them, affecting the battle or giving the controller special abilities.

·        Each section will have a terrain type that may have special rules involved with it.

·        Each section of the map is worth 1 VP while it is being held. Special locations may give you bonus VPs.

·        A section may be marked as special.  If so roll on the following chart to see what the special is: 

1 - Adeptus Mechanicus Complex

2 – Tyranid Hive

3 - Imperial Firebase

4 - Chaos Warband

5 - Spaceport

6 - Imperial Gun Emplacement

 

Terrain Types

·       Plains – This regular ole 40k terrain, spread some hills, small forests and ruins around.

·       Desert - very sparse terrain only large rocks and hills are allowed terrain, no forests.

·       Forest – some small forests with maybe a hill.

·       Dense Forest – The entire board is assumed to be forest except some marked “clear” spots

·       Barren – No terrain!

·       Arctic - Rocks and Hills only. All foot movement is in difficult terrain.  Vehicles are assumed to be equipped with snow gear and do not suffer any effects.  Skimmers are not affected.

·       Ruins - Ruined buildings are the main terrain, with little else.

·       City – Use Cityfight Rules

 

 

Special Locations

Hive City:  It is 4 sections.  All battles fought here use cityfight rules. 

 

Armies gain a bonus VP for controlling each section of the hive city. Meaning each section of the city is worth 2 VP.

 

Tyranid Hive:  One section (usually a forest or swamp) contains a Tyranid Hive. You must defeat a 1750 pt Tyranid army to control this space. 

 

Defeating the Tyranids is worth a bonus victory point.

 

Imperial Firebase: You must defeat a 1750-point imperial army (Space Marine, Sisters of Battle, or Imperial Guard.) to gain control of this sector.  The defender will always have fortifications in this section. (At least 2 bunkers and/or an actual imperial firebase.)

Holding The Imperial Firebase is worth a bonus victory point.

 

Chaos Warband: You must defeat a 1750 point Chaos Army to control this sector.

 

Defeating the Chaos warband earns you a Bonus Victory Point.

 

Spaceport: The controller of the spaceport may attack any board section not just those that are adjacent.  

 

Imperial Gun Emplacement:  Whoever controls this section may use the artillery to perform a preliminary bombardment at the beginning of any battle.  A 1750 space marine army guards it.  The defenders have access to the “gun bunker” which functions as per Marc’s Gun Bunker rules.

 

Adeptus Mechanicus Complex:  Whoever controls this sector gains access to a teleporter.   In any scenario that allows reserves, they may be teleported in using the deep strike rules.  When teleported in roll a D6 on a 1 there has been a teleporter “accident.”  All models in the teleported unit suffer a wound on a roll of 4+ no armor save allowed.

The Spaceport, Gun Emplacement, and Mechanicus Complex are worth no victory points because of the inherent bonus for controlling them.