WH40K Campaign Rules

Embed Size (px)

Citation preview

  • 8/7/2019 WH40K Campaign Rules

    1/74

    WH40K Campaign Game RulesBy Nikolaj P. P.

    Amended by Brad White

    Edited by Christian OlssonVersion 1.5.2 - July 22, 2003 (updated July 31, 2009)

    Contents

    Disclaimer...............................................................................................................................................3Introduction................................................................................................................................................4

    Starting a Campaign..................................................................................................................................5

    Victory conditions.....................................................................................................................................5

    Starting conditions....................................................................................................................................5

    Example on starting conditions................................................................................................................7Form a relatively small 3 Player game............................................................................................................................................7

    The Strategic Map......................................................................................................................................8

    The Turn Sequence.............................................................................................................................. .....9

    a. Start of Turn Phase................................................................................................................................9

    a.1 Random events..................................................................................................................................9

    1. Build Order phase................................................................................................................................10

    1.1 BP............................................................................................................................................... .....10

    1.2 Detachments....................................................................................................................................111.2.1 Building Detachments..........................................................................................................................................................111.2.2 Complexity............................................................................................................................................................................121.2.3 Special Detachments...........................................................................................................................................................13

    1.2.4 Force Pool............................................................................................................................................................................141.3 Garrisons..........................................................................................................................................14

    1.4 Strongholds......................................................................................................................................151.4.1 Defensive structures.............................................................................................................................................................161.4.2 Turrets..................................................................................................................................................................................161.4.3 Towers..................................................................................................................................................................................161.4.4 Bunkers................................................................................................................................................................................191.4.5 Wall section & Fortified Building...........................................................................................................................................191.4.6 Other defences.....................................................................................................................................................................191.4.7 Voluntary Demolition............................................................................................................................................................20

    1.5 Disbanding units...............................................................................................................................20

    1.6 Resource hexes...............................................................................................................................21

    1.7 Urban Hexes.................................................................................................................................. ..211.7.1 Buildings...............................................................................................................................................................................221.7.2 Voluntary Razing the Urban Hex..........................................................................................................................................23

    1.8 Roads...............................................................................................................................................23

    1.9 Tunnels/Mines..................................................................................................................................23

    1.10 Treaties..........................................................................................................................................25

    2. Movement Order Phase.......................................................................................................................28

    2.1 Movement Orders..................................................................................................................... .......282.1.1 Path......................................................................................................................................................................................282.1.2 Follow Detachment...............................................................................................................................................................282.1.3 Recover................................................................................................................................................................................28

  • 8/7/2019 WH40K Campaign Rules

    2/74

    2.1.4 Move and Claim...................................................................................................................................................................282.1.5 Claim Area............................................................................................................................................................................292.1.6 Reserve Movement..............................................................................................................................................................292.1.7 Guard....................................................................................................................................................................................292.1.8 Advance................................................................................................................................................................................292.1.9 Enter Tunnels.......................................................................................................................................................................292.1.10 Underground Movement....................................................................................................................................................29

    2.1.11 Emerge from Tunnels.........................................................................................................................................................292.1.12 Transfer to Orbit.................................................................................................................................................................292.1.13 Inactive...............................................................................................................................................................................29

    3. Movement Phase.................................................................................................................................31

    3.1 Movement................................................................................................................................. .......313.1.1 Initiative................................................................................................................................................................................313.1.2 Movement.............................................................................................................................................................................31

    3.2 Movement Allowance (MV)..............................................................................................................32

    3.3 Terrain..............................................................................................................................................32

    3.4 Sight Radius.....................................................................................................................................333.4.1 Limited vision........................................................................................................................................................................33

    3.5 Scout Units.......................................................................................................................................34

    3.6 Claim................................................................................................................................................34

    3.6.1 Undiscovered hexes.............................................................................................................................................................343.6.2 Resource hexes...................................................................................................................................................................343.6.3 Urban hexes.........................................................................................................................................................................343.6.5 Convoys................................................................................................................................................................................34

    4. Battle Order Phase............................................................................................................................ ..35

    4.1 Battle Orders....................................................................................................................................364.1.1 Attack unit.............................................................................................................................................................................364.1.2 Attack hex.............................................................................................................................................................................364.1.3 Planned attack on unit/hex...................................................................................................................................................374.1.4 Withdraw...............................................................................................................................................................................374.1.5 Raid detachment/hex...........................................................................................................................................................374.1.6 Planned raid.........................................................................................................................................................................374.1.7 Defend..................................................................................................................................................................................374.1.8 Guard....................................................................................................................................................................................374.1.9 Support.................................................................................................................................................................................384.1.10 Inactive...............................................................................................................................................................................38

    5. Battle Phase / 6. Battle Resolution Phase.........................................................................................39

    5.1 Battle Initiative..................................................................................................................................39

    5.2 Quick battles....................................................................................................................................405.2.1 Damage Rolls.......................................................................................................................................................................405.2.2 Damage Roll modifiers.........................................................................................................................................................405.2.3 Casualties.............................................................................................................................................................................43

    5.3 WH40K Battle...................................................................................................................................435.3.1 Preparations for battle..........................................................................................................................................................445.3.2 General Rules......................................................................................................................................................................495.3.3 Fighting the Battle................................................................................................................................................................495.3.4 After the Battle......................................................................................................................................................................54

    7. End of Turn...........................................................................................................................................60

    7.1 Recovery..........................................................................................................................................60

    7.2 Victory check....................................................................................................................................607.3 End of turn........................................................................................................................................60

    a. Start of Turn Phase..............................................................................................................................60

    a.1 Random events................................................................................................................................60

    Army Lists: Special Rules.......................................................................................................................61

    Special Rules.........................................................................................................................................61General - All armylists:..................................................................................................................................................................61Imperium - All Space Marines, Imperial Guard and Sisters of Battle army lists:..........................................................................61

  • 8/7/2019 WH40K Campaign Rules

    3/74

    Space Marines - All Space Marine army lists (except Chaos):.....................................................................................................61Space Marines - Codex Space Marine army list:..........................................................................................................................62Black Templars:.............................................................................................................................................................................62Blood Angels:................................................................................................................................................................................62Dark Angels:..................................................................................................................................................................................62Iron Hands:....................................................................................................................................................................................63Imperial Fists:................................................................................................................................................................................63

    White Scars:..................................................................................................................................................................................63Salamanders:................................................................................................................................................................................63Space Wolves:...............................................................................................................................................................................63Imperial Guard:..............................................................................................................................................................................64Sisters of Battle:............................................................................................................................................................................65Eldar:.............................................................................................................................................................................................65Chaos:...........................................................................................................................................................................................65Chaos Legions - Iron Warriors:.....................................................................................................................................................66Chaos Legions - Night Lords:........................................................................................................................................................66Chaos Legions - Death Guard:.....................................................................................................................................................66Chaos Legions - World Eaters:.....................................................................................................................................................67Chaos Legions - Emperors Children:............................................................................................................................................67Dark Eldar:.....................................................................................................................................................................................67Necrons.........................................................................................................................................................................................69Orks...............................................................................................................................................................................................71Tau.................................................................................................................................................................................................72

    Tyranid...........................................................................................................................................................................................73Tips and advice........................................................................................................................................75

    Optional Rules..................................................................................................................................... ....77

    Game Settings.................................................................................................................................. .....77

    Game Variables.............................................................................................................................. .......77

    Alternate Gaming System.................................................................................................................... ..82

    Games Master Information.....................................................................................................................83

    GM file status check...............................................................................................................................83

    Changing settings at the start of/during a campaign............................................................................. .83

    GM 'exclude player' option.....................................................................................................................83

    Rules Changes.........................................................................................................................................84

    Glossary................................................................................................................................................. ..85

    DisclaimerNote 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.

  • 8/7/2019 WH40K Campaign Rules

    4/74

  • 8/7/2019 WH40K Campaign Rules

    5/74

    Introduction

    These rules are created for playing Warhammer 40K battles in a campaign (not just a narrative campaign, but afull strategic campaign). I have got inspiration from other suggestions for campaigns at the Internet and fromvarious strategy games, but basically this is my own ideas and my own work. Please post any comments or

    suggestions at the WH40k campaign discussion forum:http://games.groups.yahoo.com/group/WH40KCampaign/

    The main idea of the campaign is that multiple players (potentially any number of players) can play it. Theplayers give orders to their armies simultaneously, and the orders are carried out simultaneously, so thestandard 'player 1 then player 2 then...' turns are avoided. Thus a large number of players can play against eachother without having to wait for each player to move his armies etc. The battles can then be fought as WH40Ktabletop battles between the players.

    These rules are created for the computer game WH40K Campaign. Updates on the rules can be found athttp://sites.google.com/site/artofwarfare2/. Note that all dice rolls, etc. mentioned below, except for duringtabletop battles, are handled by the program. The dice rolls are included below for the sake of completenessonly

    I hope you'll enjoy it!

    Nikolaj P. P. - February 21st, 2001

  • 8/7/2019 WH40K Campaign Rules

    6/74

    Starting a Campaign

    Victory conditions

    Choose one of the following victory conditions to determine the goal of the campaign:

    When the first player loses his capital (it must be claimed by another player, not just occupied) the gameends, and the winner is the player with most VP (see below). The player who lost his capital is alwaysthe loser, regardless of his VP. The player who claimed the capital receives an extra 25 VP.NOTE: If you are going to play the campaign with 'real' WH40K tabletop battles, this is probably thebest victory condition to choose. When one player is defeated the game ends - after all, it is not muchfun to keep playing, when one player is out of the game.

    When one player controls (i.e. has claimed) 75% of the hexes the game ends, and he is the winner (ingames with four or more players, only 51% is required to win). Their VP determines the order of theother players.

    When one player has got at least 50 VP the game ends, and he is the winner (in 'large' campaigns with alarge map 100 VP is required to win). Their VP determines the order of the other players.

    Control a portion of the map (specified % of all (land) hexes must be claimed to win).

    Gain a specified number of VP (first player who gets the specified VP total wins).

    Eliminate all other players ('last man standing').Eliminate one random player ('the Risk-mission' - each player gets their own target).

    Starting conditions

    Force PoolWhen the GM starts a new campaign he has the option of choosing whether or not to use the ForcePool option for the campaign. If the Force Pool option is chosen, then the GM has the further option ofchoosing whether the Force Pool should be used either as a fixed pool, (i.e. a limit on maximumnumbers at any given time for each of the different models in a players army,) or as a pool of modelsused up as they are built. The latter option meaning that a players Force Pool will gradually be usedup as new models are built.

    Regardless of which of the two types of Force Pool options is chosen, if a Force Pool is chosen, it isrequired for each of the players to submit a complete list of their entire forces for the entire campaign tothe GM. The total amount of troops allowed for each player for the campaign should preferably beagreed on beforehand. Anyway, this list of the players forces can be compiled in any way the GM seesfit, since it is the GM who will enter these values (the exact values) for the players units at the screenwhere he chooses what army they will play.

    Note that should a player want two 10 man strong Devastator Squads, the GM must enter the value of20 for Devastator Squads, not the value of 2, since the program will interpret this as just two lonelyDevastator Marines, and not two full Devastator Squads.

    If no Force Pool is used, the campaign puts no restrictions on what is built, other than rare models,more about that later.

    ControlEach player controls a number of hexes, (determined by GM). Some hexes should be left uncontrolled.

    CapitalEach player has a Capital (a Metropolis/size 4) Urban Hex with the building Major Spaceport and aStronghold of the size of Fortress, in the same hex.

  • 8/7/2019 WH40K Campaign Rules

    7/74

    Urban hexEach player might control one or more additional Urban hexes, (determined by GM). Roll 1D6 for eachto determine the size:

    1D6 Size

    1-3 Village4-5 Town6 City

    Resource hexEach player controls one or more Resource hexes, (determined by GM). Roll 1D6 for each todetermine the size:

    1D6 Size1 Tiny2 Small3 Medium4 Large

    5 Huge6 Abundant

    StrongholdEach player might control one or more additional Strongholds, (determined by GM). Roll 1D6 for eachto determine the size:

    1D6 Size1-4 Camp5-6 Fortification

    BPEach player starts out with a number of BP in the capital (determined by GM).

    Also at the start of the game, each player receives 5 BP for each hex controlled. This amount of BP isautomatically added to the current BP in the Capital. Furthermore, each player receives 200 BP fromincoming supply Freighters carrying supplies from off-planet or off-system. This reinforcements fromspace are also automatically added to the BP in the Capital, and will arrive each turn regardless ofwhether there is a Spaceport or not, currently present in the Capital.

    PlacementThe player may place his Urban hexes, Resource hexes and Strongholds in any hex under his control,but the placement (and subsequent building) 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)

    Those six adjacent hexes do not have to be under the players control, (i.e. it may be placed on theedge of his territory as long as it isnt on the edge of the map)

    An Urban hex cannot be placed or built within two hexes of another Urban hex

    All Urban hexes initially placed will automatically be connected with roads

    A Resource hex cannot be placed adjacent to any other Resource hex

    A Resource hex cannot be placed adjacent to the Capital

    A Resource hex must have 6 adjacent hexes, (i.e. they cannot be placed on the edge of the map)

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

  • 8/7/2019 WH40K Campaign Rules

    8/74

    A Stronghold can be placed or built in any hex under the players control, including an Urban hex or aResource hex

    Example on starting conditions

    Form a relatively small 3 Player gameEach player begins the game with:

    Control of hexes: see example below

    5000 BP

    1 Capital and 1 other Urban hex

    2 Resource hexesBelow is an example of a map (next page)

  • 8/7/2019 WH40K Campaign Rules

    9/74

    The Strategic Map

    The strategic map consists of hexes with different terrain (explained in the movement section). The map and itsterrain should be created before starting the game. The size can vary. An example of a map for a relatively quickgame between 2 players is shown below:

  • 8/7/2019 WH40K Campaign Rules

    10/74

    The Turn Sequence

    All players complete each phase before the next phase begins:

    a. Start of Turn Phase (GM)The GM generates the turndata file for the new turn, and there is a chance each turn that differentrandom events may occur to one or more of the players, and/or to the entire planet the campaign istaking place on.

    1.Build Order phase (Player)The players give orders for new constructions. This includes building and upgrading of Urban hexesor Strongholds and construction of new detachments, garrisons and convoys. Note that the ordersare not carried out until the GM creates a turndata file.

    2.Movement Order phase (Player)The players give movement orders to units (i.e. detachments and convoys). Note that the orders arenot carried out until the GM creates a turndata file.

    3.Movement phase (GM)GM receives player files (.plr) and creates a new turndata file, which is distributed to each player.

    4.Battle Order phase (Player)The players give Battle orders to the detachments. Note that the orders are not carried out until theGM creates a turndata file. This phase is sometimes omitted if there is no possibility of any battlesoccurring (normally if no detachments are adjacent to any enemy units or hexes) to speed up thegame (i.e. the players don't have to give any battle orders which have no effect anyway).

    5.Battle phase (GM)GM receives player files (.plr) and creates a new turndata file, which is distributed to each player.

    6.Battle Resolution phase (Player)This phase only occurs if one or more battles occur as a result of the battle orders. The involvedplayers fight the battles as WH40K battles and enter the results in the game. As noted above, ifquick battles is selected then this phase is omitted.

    7.End of Turn phase (GM)Any player files (.plr) from phase 6 are received and processed. Results are checked and if no overallwinner exists, another sequence commences.

    a. Start of Turn Phase

    a.1 Random events

    Each turn, one or more random events may occur. Current random events include:

    A warpstorm forming that makes spaceports useless (so there is actually a reason to build other buildings thanspaceports).

    An increase or decrease of a current warpstorm. This may lead to just a reduction of the warpstorm, or that itdisappears altogether. (Just to annoyingly reappear a few turns later)

    A reduction, or an increase, in the size of an Urban hex. May occur for one or more of the players.

    A reduction, or an increase, in the size of a Resource hex. May occur for one or more of the players.

    Any race-specific random events may take place. (See the special rules for the different armies for more info.)May of course occur for several players the same turn, or multiple instances for a single player, if possible bythe special rules of that specific race.

    1. Build Order phase

    Players give build/construction orders in this phase.

  • 8/7/2019 WH40K Campaign Rules

    11/74

    1.1 BP

    Each player gets the following BP (Build Points) modifiers -positive or negative- at the start of every turn:NOTE: The very first turn of the game, Resource hexes and Urban hexes will not be producing any BP, sincethey have not been placed on the map yet.

    + 5 BP for each hex controlled. Arriving in the Capital.+ 200 BP as reinforcements from space. Arriving in the Capital. These BP will arrive each turnregardless of whether there is a Spaceport or not currently present in the Capital.

    Each Urban hex generates a number of BP (arriving in that hex) depending on size:Size BP producedVillage 25Town 50City 100Metropolis 150Hive City 500

    Each Urban hex must pay maintenance for its buildings. These BP are paid in each Urban hex with thebuildings.

    Each Resource hex generates a number of BP depending on size. These BP come as a convoy in thehex.Size BP generationTiny 100Small 125Medium 150Large 175Huge 200Abundant 250

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

    - 1 BP per 25 points of army strength (i.e. point value) of detachments (not garrisons) as upkeep. TheseBP are paid in the Capital.

    After a players total forces have reached a certain size, the maintenance cost (the upkeep) goes up. Thecost of 1 BP per 25 pts of detachments lasts up to 10,000 pts of detachments. After that, the cost is 1BP per 20 pts of detachments between 10,001 and 20,000 pts, followed by a cost of 1 BP per 15 pts ofdetachments between 10,001 and 20,000 pts. The final, and maximum, cost is 1 BP per 10 pts ofdetachments at more than 30,000 pts. [Settings can be changed by GM]

    Each player can then use the BP to build or repair detachments, garrisons, build or upgrade Urban hexes andbuildings or Strongholds and defences, or save the points for later. The BP expended is taken from the BPavailable 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 createdin 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 bebought new models/units or new detachments may be built.

    1.2.1 Building Detachments

  • 8/7/2019 WH40K Campaign Rules

    12/74

    Detachments must be built according to the following restrictions:

    Maximum size: 1500 points (unless a higher rank is gained, see later)

    Minimum size: 751 points NOTE: Sizes are set by the GM. These values are defaults. See OptionalRules section for further details.

    The highest-ranking HQ-type (i.e. Colonel, Force Commander etc.) is considered 'rare' (i.e. only a verylimited numbers of 'supreme commanders' are allowed in the entire army at any time).

    Other detachments must then be lead by lesser HQ leaders (captains, commander's etc.)

    Special characters may be used, but only once. If they die, they cannot be bought again. They may beused in addition to the 1 "supreme commander" (he is considered second in command, if the specialcharacter is the overall commander). Even special characters that normally need an army size of morethan 1500 points may be used.

    Unit types restricted by '0-1' in the Codex are considered 'rare' (only a very limited number of these unitsare allowed in the entire army at any given time. Max of 1 choice for each 5 detachments and UrbanHex of City size or larger.) Multiple rare models are allowed in the same detachment.

    Rare items (i.e. one per army in the Codex) are treated in the same way as the 0-1 units describedabove.

    Other restrictions of numbers (i.e. '0-2' etc) count only for the detachment, as usual.

    Standard-mission-composition (minimum 2 troops, 1 HQ etc.) for each detachment, except garrisons(see below).

    Detachment may only be built in the Capital or in an Urban hex with a Strategic HQ building. It arrives inthe game in the build phase after a number of turns dependent on its complexity and size (see later). Itis then deployed in that hex or if this is occupied, in an adjacent, unoccupied hex. Note that thedetachments cannot deploy at hexes not controlled by the player. I.e. they will not deploy on thewrong side of the border if the Urban hex where they are built is situated at that players border.

    There can be a maximum of 1 detachment in a hex at any time.

    A detachment can only deploy in hexes with terrain it is allowed to move into. This includes the capitalitself. Thus, even if there is an unoccupied hex, but of a non-allowed type of terrain, the detachmentwill be put on hold until the next turn. Note that skimmers cannot deploy on sea hexes.

    If the Urban hex where the detachment is built is already occupied it is possible for the player to choosewhich one of the adjacent hexes the detachment should be deployed instead. This is done by choosing

    priority for the different adjacent hexes. A higher number of priority means that the detachments willdeploy in that specific hex, if possible.

    If more than seven detachments with the same complexity, or expected turn of arrival, are built, onlyseven will actually arrive on the turn they are finished. The remainder (as long as they are a maximumof seven) will turn up the next turn. This is because the maximum number of hexes for thedetachments to turn up on is seven - the Urban hex, and the six hexes adjacent to it.

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

    A detachment in a friendly Urban hex may replace ('reinforce detachment') lost models (i.e. new modelsof the same type may be built, according to normal building restrictions). The replacement BP cost is1/2 the production BP cost. If a detachment is reinforced, then it automatically gets the 'recover'-movement order in the following movement order phase (see movement order phase, below).

    Only lost/dead/destroyed models can be replaced, not the wounded or damaged models/vehicles.

    Reinforcements cannot arrive in Urban hexes occupied by enemy. The arrival is postponed until the

    Urban hex is no longer occupied. This prevents detachments built earlier suddenly popping up out ofthe blue in an occupied Urban hex. Quite naturally they cannot deploy in an adjacent hex either, if theUrban hex is occupied by enemy troops.

    If the option Force Pool is used in the campaign, all the models in the detachment being built must stillbe available in that players force pool to choose from.

    Furthermore, apart from the limitations when building the detachments, they all have a few commoncharacteristics.

  • 8/7/2019 WH40K Campaign Rules

    13/74

    Small stars shown on the detachment icons indicate their rank.

    Detachments exert a Zone of Control, (ZOC) into its six adjacent hexes. Note that the detachments willnot exert a ZOC into hexes they are unable to move into.

    Detachments without scouts have a sight radius of 0 hexes, (i.e. only the hex they occupy.) Detachments

    with scouts have a sight radius of 1 hex (i.e. its adjacent hexes). More on sight radius at 3.4 Sightradius below.

    1.2.2 ComplexityA detachment's complexity determines how long it takes to build. It depends on how many troop choices it hascompared to other choices (HQ choices, elite choices etc.). This is calculated as follows:

    1 + (# other choices-1) DIV (# Troop choices) + (# points spend on other choices) DIV (# points spent onTroops)

    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 a complexity of 1 + (4-1) DIV 4 + 650 DIV 400 = 1 + 0 + 1 = 2.

    In addition to the complexity the size of the detachment has an effect on the build time. Detachments larger than2/3 of the max size takes take 1 extra turn to build.

    Furthermore, the various special detachments (see below) adds extra complexity to the default complexity, thusmaking them take somewhat longer to build. The extra complexity added varies depending on the rareness ofthe special detachment.

    (The formula for how much extra complexity that is added to a special detachment is calculated as follows. Aspecial detachment restricted to 1 per X detachments will have an increased complexity of + X/3 (rounded ofas normal) I.e. (X+1) DIV 3. Which for the different ratios translates as:

    X=2: +1X=3: +1

    X=4: +1X=5: +2etc.)

    1.2.3 Special DetachmentsThe army lists may build different detachment types (see the special rules section). Each army list has astandard detachment type and some special detachment types. These are only a small part of the army, andthus the number of each of them is limited.

    First and foremost, the total number of normal detachments, (either existing or under construction), must behigher than the total number of special detachments, (either existing or under construction).

    The special detachments have different limitations depending on their rareness. The limitations are ratiosbetween the special detachment and normal detachments, for example 1 per 3, 1 per 4 and so on. This ratiomeans One (such special detachment) can be built per specific number (its ratio) of detachments, at any timewithin this span of detachments. (The span for a special detachment with a ratio of 1 per 5 would quiteobviously be five detachments). It does NOT mean that you have to build enough normal detachments first- andonly being able to build each special detachment as the last detachment within its ratio. (Thus you are not forcedto build four normal detachments first, before you build your special detachment with a ratio of 1 per 5.) Just aslong as you dont build more special detachments than its ratio allows you to build, it is up to you when you build

  • 8/7/2019 WH40K Campaign Rules

    14/74

    it within its span allowed.

    Thus, (if we were to look only at the ratio) a special detachment with the ratio of 1 per 5 would then be able tobe built at anytime the player chooses as detachment number 1-5, but not built a second time earlier thannumber 6 (or 6-10). The next time it could be built as earliest would be as detachment number 11 (in the 11-15

    span of five detachments).

    Now, the more observant of you may already have spotted that in the example above the rule about there havingto be more normal detachments than special detachments was blatantly disregarded. So lets take that intoconsideration as well.

    Since the rule states that there has to be more normal detachments than special detachments, it is clearlyimpossible to build a special detachment as detachment number one. Building a special detachment as numbertwo is also out of the question, since we then would have an equal amount of normal and special detachment,and not more normal detachments than special ones.

    However, it is quite possible to build a special detachment as number three, since we then will have more normaldetachments than special detachments. So, the earliest possible to build a special detachment would be asdetachment number three. Thus, the example with the 1 per 5 special detachment above would have to berearranged a bit. The 1 per 5 special detachment could first be built as detachment number 3, and next asnumber 6, next as number 11, and so on.

    Note that since it is possible to build several detachments per turn, it is therefore quite possible to build severalspecial detachments per turn as well, as long as the player keeps within the ratio. The only thing really limitingthe total number of detachments being built each turn is simply the amount of BP available.

    1.2.4 Force PoolIf the option Force Pool is used in the campaign, all the models in the detachment being built must still beavailable in the force pool to choose from. This can easily be checked when wishing to build a new detachment.

    Once the roster of the detachment to be built is loaded, there is the option of choosing 'Force Pool Check'. A listof which models are included in the detachment, and how many there is left in the force pool is then shown. It is

    also possible to simply build the detachment without checking the force pool first. The program will then show anerror message if there arent enough models for a specific unit left in the force pool.

    Furthermore, it is also quite easy to keep track of what there is left in the Force Pool to create a unit with. At anytime, it is possible to see the current status of the force pool at the 'Info screen.

    So using the option of Force Pool won't require any extra work, apart for the GM when he creates the game andhe has to specify the exact number of models allowed. However, it will most probably demand a bit moreplanning for the players, both when figuring out what to incorporate in their total army, and when deciding whichunits should go to which detachment. Also, after heavy losses there is the possibility of the dreaded feeling: Imrunning out of troops

    1.3 Garrisons

    Garrisons can be built in the same way as detachments, and follows the same rules as detachments with thefollowing changes:

    When created, a garrison must be assigned to a Stronghold. When the garrison is built it is deployed inthe Stronghold it was assigned to.

    Maximum of 1 garrison per Stronghold.

    The BP cost is half the normal cost (i.e. 1/2 BP pr standard point cost)

  • 8/7/2019 WH40K Campaign Rules

    15/74

    The complexity is half-normal (minimum of 1).

    Maximum size depends on the size of the assigned Stronghold:

    Description Maximum SizeCamp 250 points

    Fortification 500 pointsFortress 750 points

    NOTE: these maximum point values are the standard point cost, not the BP cost (i.e. the largestgarrison allowed in a camp is a 250 points garrison, which would cost 125 BP)

    Their composition must be as follows:

    Slot Type RangeHQ 0-1Elite 0Troops 1-4Fast Attack 0-1Heavy Support 0-1

    In addition, the following rules applies to garrisons:

    Garrisons cannot move.

    1 garrison and 1 detachment are allowed to both occupy the same hex at the same time.

    Garrisons does not gain DXP.

    Garrisons can be reinforced (i.e. lost models replaced) from any Urban hex, which is able to build themodels according to the normal building restrictions, (i.e. the garrison does not have to be located inthe Urban hex, as detachments have to). A garrison cannot be reinforced if it was just attacked (in theprevious turn).

    Garrisons exert a Zone of Control, (ZOC) into all of its Strongholds six adjacent hexes, even though thegarrison cannot move into any of those hexes due to its immobility. Note that it is the garrison thatexerts a ZOC - not the Stronghold itself. Thus an empty Stronghold exerts no ZOC at all.

    Garrisons without scouts have a sight radius of 0 hexes, (i.e. only the hex they occupy.) They do however

    have limited vision of the adjacent hexes. Garrisons with scouts have a sight radius of 1 hex (i.e. itsadjacent hexes). More on sight radius at 3.4 Sight radius below.

    1.4 Strongholds

    A Stronghold can be built as follows:

    Strongholds can be built in any hex controlled by the player (including Resource and Urban hexes).

    Strongholds cannot be built in enemy ZOC, unless a friendly detachment occupies the same hex.

    Maximum of one Stronghold per hex.

    The total size of all Strongholds is limited by the total of all Urban hex's sizetimes 3. This represents the Strongholds requiring supplies etc.

    The BP required must be in the hex, either in an Urban hex or a convoyA Camp must be built first, and then upgraded. Only one upgrade per Stronghold per turn and no

    upgrades in the turn it was built. Note that upgrade is not possible if the Stronghold is in enemy ZOC,unless there is either a garrison in the Stronghold, or a friendly detachment present in the hex.

    One bunker is automatically included when a camp is built.

    Type BP CostCamp 150

  • 8/7/2019 WH40K Campaign Rules

    16/74

    Fortification +250Fortress +500

    Fortification and Fortresses are upgrades that can only be built on an existing Camp or Fortification, respectively.A Fortress can only be built in the Capital.

    1.4.1 Defensive structuresDefensive structures can be built in Strongholds, according to the following limitations:Type \ Max. # Turrets Towers Walls Bunkers Other (max. pts.)Camp 0 1 0 2 50Fortification 1 2 2 2 100Fortress 2 4 4 2 150

    NOTE: The values in the Other column are not maximum numbers allowed but maximum BP that can be spenton other defences (see 1.4.5).

    Stronghold defensive structures cannot be built, and garrisons cannot be reinforced, if the Stronghold wasattacked the previous turn. This makes possible to 'wear down' heavily fortified hexes by attacking turn after turn.

    1.4.2 TurretsArmour: Front 12 / Side 12 / Rear 11BS: 3 (unless basic BS is lower, i.e. Orks)Count as an immobile vehicleA 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.(NOTE: Unless noted otherwise all turrets have twin-linked weapons)

    Space Imperial Dark Blood Dark Sisters of Space

    Turret Weapon BP-Cost BP-Pref Marine Guard Eldar Angels Chaos Angels Eldar Orks Tyranids Battle Catachans Necrons Wolves

    Battle cannon* 140 110 ++

    Earthshakercannon****

    180 140 +

    Plasma cannons 130 100 + + + + +

    Lascannons 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 ++

    Starcannons 100 80 +

    Big Shoota** 60 50 ++

    Rokkit launcha** 60 50 ++

    Big lobba* 70 60 +

    Zzap gun*** 70 60 +

    Kannons** 60 50 +

    Custom MegaBlastas**

    100 80 +

    Gauss Cannons 90 70 ++

    Heavy GaussCannon*

    100 80 +

    LEGEND:+ Allowed (Use BP-Cost column for calculating cost)++ Allowed and preferred (Use BP-Pref column for calculating cost)* Not twin-linked

  • 8/7/2019 WH40K Campaign Rules

    17/74

    ** 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 normalsearchlight, but has a range of 2D6*5", and must be used on the same unit, as the one that is fired at from thetower (if any).

    Note: For tabletop games, it is of course quite possible to attack a tower in close combat, in the same way as abunker. The fact that the bulk of the tower is above ground doesnt counter the fact that a determined warriorwith a powerfist could topple the entire tower if left alone with his handiwork...

    Weapon TowerCost: 50 BPArmour: 12Damaged 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 thetower. If the gunner of the heavy weapon is killed the owning player may always (even vs. flamers) chooseanother casualty from the same unit (another model will man the gun, that is what the tower is for). Thetower gives a cover save of 4+ to any model on top of it. At least one model (or two models in case of anImperial Guard heavy weapon crew, or Eldar support weapon crew) must be on top of the tower in orderto use the heavy weapon. The squad doesnt count as moving if the gunner of the heavy weapon is killed,and replaced by another soldier from his squad.The rest of the squad located in the tower may fire just like if they were in a bunker, i.e. half the modelsinside may shoot out.

    Anti-Air TowerA Weapon Tower can be upgraded to an AA-Tower (Anti-Air) at no additional cost. It can then no longerhold any squads, but are armed with AA-weapons.

    BS: 3 (unless basic BS is lower, i.e. Orks)The races arms their AA-Towers as follows:

    Imperial Guard: 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 (Note: not linked) (range 72"/48")Eldar: Pulse Laser (Note: not linked) (range 72")Ork: Twin linked Big Shoota (BS 2) (range 48")Sisters of Battle: Twin linked Missile launcher (range 72")Tau: Ion cannon (Note: not linked) (range 90")Tyranid: -Necrons: -

    Turret towerA Weapon Tower can be upgraded to a Turret Tower at no additional cost. It can then no longer hold anysquads, but are armed with a turret (see above). The BP cost of the turret must be paid in addition to thecost of the tower, and the turret tower counts both as a tower and as a turret, for purpose of maximumnumbers allowed. (I.e. the turret is located on top of the tower instead of on the ground.)

    Note: The main reason that the Turret tower counts both as a tower and a turret is simply becauselocating the heavy weapon of the turret on top of a tower will give it a significantly greater LOS. Also note

  • 8/7/2019 WH40K Campaign Rules

    18/74

    that since this installation now primarily is a tower, it will take any damage using the bunker table.

    Radar TowerA 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 adjacent hexes (in the same way as scouts). It also

    provides limited vision of all hexes in a 6 hex radius. All detachments and who owns them (but not type,point value etc) are visible. Each Dark Eldar detachment has only 25% chance of being detected this way,however.NOTE: Units in mountains or jungle hexes are NOT visible on radar in the radars field of limited vision.They will be visible in the clear field of view, regardless of terrain, though.

    1.4.4 BunkersCost 50 BP. A standard bunker according to the WH40K rules.

    1.4.5 Wall section & Fortified BuildingA wall costs 20 BP. Can be either high wall or low wall.

    High wall: (6" in length): Models on top: 4+ cover save, Armour 11, damage rolls as bunker, but area effectsweapons have +1 to the damage roll. The high wall should be of ample height, preventing infantry and ordinaryvehicles from crossing it. In many aspects it can be thought of as a low castle wall with a parapet wheredefenders gain a 4+ cover save. Whatever means the defender utilizes to get up and down the parapet is prettymuch up to the players. This might be with stairs, ladders, anti-grav technology, etc. Remember that these rulesare here to provide extra flavour to your games, and a distint feel that the Stronghold is fortified.

    Low wall: (12" in length): as standard terrain (fence, wall, etc.), but gives 4+ cover save and counts as anobstacle when defending. Note that the low wall cannot be damaged.

    Furthermore, the defence structure Fortified Building also counts as one of the Strongholds wall choices,should the player decide to build this defence. It costs 30 BP and follows the rules for a Fortified Building asdescribed in Codex Cityfight.

    1.4.6 Other defences

    Type BP costRazor wire, 6" 5Tank trap 5Trench, 6" 10Minefield, 4"*8" 20Booby trap 20Gun placement 20Heavy BolterSentry Gun

    15

    Lascannon

    Sentry Gun

    25

    Mixed obstacle(raz&tank.tr.) 6

    10

    Fortifications(Cityfight)

    10

    Addition. hiddensetup marker

    20

    Booby-trappedbuilding

    10

  • 8/7/2019 WH40K Campaign Rules

    19/74

    CommandActivatedShredder Mine

    20

    Command Activ.Plasma Mine

    20

    Gun placementProvides a 4+ cover save, or hull down for vehicles. Just like trenches and low walls, the Gun placementcannot be destroyed, and can be thought of as just another terrainfeature, once it has been placed on thetabletop. The size and shape of the Gun placement is again pretty much up to the involved players, andthe actual terrain available. But as with all tabletop wargaming, common sense is advised. Of course asingle Gun placement cannot cover a quarter of the battlefield. As a rule of thumb it is built for one singlevehicle, or one single squad, gun crew, etc.

    Further defencesThe rest of the defences not covered here, are either covered by the WH40K rulebook, or by CodexCityfight.

    1.4.7 Voluntary Demolition

    Demolishing a Stronghold can be done as long as the Stronghold is not in enemy ZOC. Demolishing aStronghold will completely erase it along with all of its defence structures, towers, etc. Any garrison currentlyoccupying the Stronghold will also be lost. It is only possible to demolish a Stronghold in the build phase. No BPwill be returned for demolishing a Stronghold (with or without a garrison). The Stronghold and any occupyinggarrison will simply just cease to exist.

    1.5 Disbanding units

    It is possible to disband a detachment, a garrison or a convoy, but it is possible in the Build phase only.Disbanding the unit will not return any BP to the player, and the unit will simply cease to exist.

    1.6 Resource hexes

    Resource hexes cannot be situated in the same hex an Urban settlement, (i.e. a hex cannot be both a Resourcehex and an Urban hex.) A Resource hex can only contain one resource. There are several different sizes ofresources, and the larger they are, the more BP they generate each turn, (see 1.1 BP). Resource hexes maynot be initially placed in a hex adjacent to the capital, or a hex adjacent to another Resource hex.

    Resource hexes have a visibility of only the hex it occupies itself. It does not have limited vision of its adjacentsix hexes neither in the Movement phase, nor the Battle Order phase.

    It is possible to assign an auto transport route to a Resource hex. This means that the convoy carrying the BPgenerated by the Resource hex each turn will automatically follow the route predetermined by the player.

    1.7 Urban Hexes

    Urban hexes contain urban settlements. An Urban hex can build what its buildings allow (see below).A village (and thus an Urban hex) can be built in any controlled hex, except in a Resource hex or in enemy ZOC.Upgrades are Town, City, Metropolis and Hive City. An Urban hex can only be upgraded once per turn, but not inthe same turn as it was built, or if it is in enemy ZOC.

    Urban hexes can't be built within 2 hexes of each other. However Urban hexes of size 5 (i.e. a Hive City) will

  • 8/7/2019 WH40K Campaign Rules

    20/74

    allow Urban hexes adjacent to represent a massive urban build-up.

    Also, it is possible the GM will set it such that Urban hexes cannot be built near the edge of the map (Blackhexes count as Urban hexes in the above restrictions). As a default, this is not the case (GM setting [86]).

    The total of all Urban hex's size is limited to one 'size' per 3 controlled hexes. This represents Urban hexesneeding surrounding land for supply, etc. So for example, whilst a village requires 3 hexes to sustain itself, atown will require 6 hexes, a City 9 etc.

    Finally, a small info panel will appear that explains why a camp/village can't be built if applicable.

    The 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 200Town +300City +500Metropolis +1000Hive City +10000

    If a player's capital is lost, any Metropolis size or larger Urban hex owned by that player can be chosen to be thenew capital. The cost of this is 1000 BP, which must be located in the Urban hex. A player loses 10% of his VPeach turn as well as all BP income from controlled hexes and from reinforcements arriving via space fleets whilehe has no capital.

    Note that in games where the victory condition is First capital to fall, a player who looses his capital wont havethe option to move his capital after it has been captured, and thus the game is over. This rule applies to DarkEldar and Necrons as well.

    Also note that an enemy detachment occupying one of your Urban hexes will almost completely cripple it. Aslong as an enemy detachment occupies the Urban hex, it is impossible for that Urban hex to do the following;Create new detachments/garrisons, deploy any newly finished detachments, reinforce garrisons, build new

    buildings, sell/sack existing buildings, build roads, build tunnels and create convoys. Furthermore, it isimpossible to either upgrade the Urban hex, or raze the Urban hex. In addition, the Urban hex also stopsgenerating any BP, as long as the enemy detachment is present.

    1.7.1 BuildingsBuildings can be built in Urban hexes if the size is high enough. BP is taken from the Urban hex where thebuilding is built. The buildings allow different options for that hex. Only one building of each type is allowed ineach Urban hex.

    The building names below are the standard names. The names may vary for different races. The unit typesallowed by the different buildings are only guidelines. It varies for the different army lists. In addition, some armylists may build special buildings not listed below.

    Building Min. size BP cost Maintenance AllowsBarracks 1 50 10 TroopsTraining facilities 3 200 20 EliteAcademy 3 200 20 HQLight factory 2 100 20 Light vehiclesHeavy factory 3 200 30 Heavy vehiclesMinor space port 3 300 50 HQ, troopsMajor space port 4 +300 100 All units

  • 8/7/2019 WH40K Campaign Rules

    21/74

    Espionage Centre 3 200 30 Chance to uncover treatiesStrategic HQ 3 300 30 Create/modify detachmentPrison 2 100 10 -Medic centre 3 200 20 Heals woundedRepair facility 3 200 20 Repairs damaged vehicles

    Taxation office 1 100 10 BP output +50%Exploitation Centre 2 +100 0 BP output +100%

    Only one building can be built in each Urban hex each build phase. Furthermore one building per Urban hex canbe sold in each build phase. It is then lost, and 50% of the BP cost is then returned to the player. Note that theplayer can choose to EITHER build a building OR sell a building. Both cannot be done for the same Urban hexthe same build phase. The buildings maintenance cost is paid from the hex's BP at the beginning of each turn. Ifa buildings maintenance is not paid, then the building is disbanded.

    Additional notes for specific buildings:

    Major SpaceportAn upgrade of a Minor Spaceport.

    Espionage CentreCan reveal secret treaties signed by other players. Basic chance is 5%. See 1.8 Treaties for more precise info.

    Strategic HQAllows changing of structure of detachments in the hex, and the creation of new detachments in the hex (only ofmodels that can be built in the hex). Note that a Strategic HQ is also needed in order to build or modify aGarrison.

    PrisonPrisons currently serve no purpose and are planned on being implemented to allow enemy units to be capturedin future versions.

    Medic Centre

    Detachments on the 'Recover' movement order (see below) in the hex: all wounded models recoverautomatically.

    Repair FacilityDetachments on the 'Recover' movement order in the hex: all damaged vehicles repaired.

    Taxation OfficeBP generated by the Urban hex is increased by 50

    'Exploitation' CentreUpgrade of Taxation Office. BP generated by the Urban hex is increased by 100%. Note that the 100% increasefrom the Exploitation Centre is NOT cumulative with the 50% increase from the Taxation office. When anExploitation Centre is built, its 100% increase replaces the earlier 50% increase from the Taxation office. Thus

    the total BP increase will be 100% and nothing else.

    Furthermore, there must be either a detachment, or a Stronghold with a garrison present, in the Urban hex togain the BP bonus. Also, due to the ruthless exploitation of the population there is each turn a slight risk that theUrban hex will decrease in size. Roll 1D6 each turn 'exploiting': on '1' the size of the Urban hex decreases by 1.Size cannot become lower than 1 (Village).

  • 8/7/2019 WH40K Campaign Rules

    22/74

    1.7.2 Voluntary Razing the Urban Hex

    Razing an Urban hex requires that it is currently in no enemy ZOC, and that there is a detachment present in thehex, (a garrison is not enough). It is only possible to raze an Urban hex in the build phase. No BP will bereturned for razing an Urban hex. The Urban hex will simply just cease to exist.

    1.8 Roads

    Each town or larger size Urban hex can attempt to build one road every turn. A road build action costs 50 BP. Aroad is then built between two adjacent hexes both controlled by the player and not in enemy ZOC. If the terrainhas a MV cost of more than 2 then there is a risk that the road build will fail. The risk increases with more difficultterrain. BPs are spent regardless of the success or otherwise of the road build.

    For a road build to be successful, a roll of 1D6 needs to be equal to or higher than the average MVP cost of the

    hexes (hexes with a MVP cost of 2 count as having a MVP cost of 1 for his purpose), rounded down.

    Example:

    Plains-plains: automatic

    Plains-forest: (1+4) DIV 2 = 2, therefore 2+ on 1D6 is requiredSwamp-swamp: (6+6) DIV 2 = 6, therefore a roll of 6 is required (i.e. only successful 1 in 6 times)

    1.9 Tunnels/Mines

    Some races are allowed to build tunnels (mines). This is done in the same way as for Roads (with increasedchance for success in Hills or Mountains). As for roads, tunnels require at least a town size Urban hex to be built.Note that the player has to choose between either building one tunnel OR one road for each Urban hex per turn,not both.

    By selecting the same hex as start and end hex an entrance to the tunnels is built instead of a new tunnelsection. An entrance/exit will be built automatically at the start of the tunnel whenever a completely new tunnel isbuilt. Note that it isnt possible to create an entrance/exit in a hex that is adjacent to another entrance/exit.

    New tunnels must start either in a friendly Urban hex or in a hex with existing tunnels. When tunnels are first builtin a hex there is a chance to discover new resources. It is not possible to build tunnels in Swamp hexes or inSea hexes.

    It is not necessary to build tunnels in a straight line, so if the player wants to, he can branch off the tunnel into asystem of side tunnels creating a vast underground network. Furthermore, it is quite possible for the player tolink up one of his tunnels, with a tunnel of the enemy, just like it is possible for the player to join one of his roadsto one of the enemies roads.

    Some units may enter (at tunnel entrances) and move through the tunnels (even tunnels created by an enemy).They are then not shown on the map and cannot be seen, attacked etc. by other players. In a later movementphase they can then emerge from another connected tunnel entranceMovement in the tunnels costs 1 MVP per hex. However, some units are less able to move fast underground, so

    they pay 2 MVP/hex. Also, if the tunnel system is connected to an enemy Urban Hex, then the movement cost isdoubled (because of the potential enemies that might lurk in the dark) Note that regarding the movement cost,what matters is whether or not the tunnel system is connected to an enemy Urban hex - not whether or not theremight be an enemy detachment lurking in the dark.

    Note that it is not possible to exit from tunnels if there is either an enemy (or friendly) detachment, or an enemygarrison present in the hex you with to emerge from the tunnels into. It is quite possible, however, to emerge inan enemy Stronghold or Urban hex provided that they are empty of any enemy detachments or garrisons.

  • 8/7/2019 WH40K Campaign Rules

    23/74

    It is not possible to initiate a battle within tunnels. This means that it is not necessary with a Battle Order phaseeven if two hostile detachments are standing at coordinates adjacent to each other. In fact, it is quite possible fortwo (or more) hostile detachments to occupy the very same underground coordinate. It is also possible for two(or more) friendly detachments to occupy the very same underground coordinate. Note that you wont be able to

    spot any enemy detachments in the same tunnels as one of your detachments, regardless of whether yourdetachment have scouts or not, and regardless of whether the enemy detachment is right next to you, or even inthe same coordinate as your detachment.

    Tunnels wont show up on enemy radar, quite naturally, since they are below the ground. Furthermore, tunnelswont be spotted by an enemy detachment if he moves over them, regardless of whether the detachment hasscouts or not. The only way of detecting enemy tunnels is to find the entrance, and then to follow them to find outwhere they lead. When following an enemy tunnel, the detachment will only see the unexplored parts of thetunnel one hex further than they have currently explored.

    1.10 Treaties

    Players are allowed to sign treaties with other players. Two kinds of treaties are possible: non-aggression pactsand alliances:

    Non-aggression Pact:

    Ignore each others zone of control

    Cant claim each others hexes

    Cant attack each others units

    Cant enter each others territory

    Alliance:

    Ignore allied zone of control

    Cant claim allied hexes

    Cant attack allied units

    Receives limited information about hexes visible to ally

    All treaty handling happens at the 'options' screen. To propose a treaty to another player, first select that playersname and then 'propose (treaty-type)' at the treaty action box. The current action toward each player is set thisway in the treaty action box. Towards most players the current action will probably be 'none' most of the time(thus not changing anything).

    If a treaty is proposed the 'target' player receives a message about this with the following turndata. His answer tothe proposal must then be set (at the 'options' screen, same way as when proposing a treaty) when he sends inhis .plr file, and the proposing player will then receive the answer with the next turndata file. If the answer to atreaty is yes, the treaty will be in effect from this point onwards.So, the 'target' player can't wait to give his answer to a later turn - he must answer immediately if he isinterested.

    Current treaty status can be viewed at the 'info' screen, using the 'status' button.

    A treaty can be either secret or non-secret. Non-secret treaties are proclaimed to all players when they aresigned or broken. Secret treaties are, well, secret ;-)So, while a public treaty will be known to all other players, this also makes it more secure for the playersinvolved, while a secret treaty invites for backstabbing, as nobody else is going to find out anyway...

    A treaty can be broken at the 'options' screen - just select the player with whom the treaty is signed and select'break current treaty' as treaty action. This takes effect immediately once the 'done' button has been clicked and

  • 8/7/2019 WH40K Campaign Rules

    24/74

    the 'options' screen closed and cannot be undone. So it is possible to break a treaty and then attack etc.immediately afterwards (i.e. in the same phase/turn). This allows for sneak attacks etc.

    An 'Espionage Centre' (or similar for the various races) can reveal secret treaties signed by other players. Thebasic chance is 5% per treaty per 'Espionage Centre' per turn. However, the chance for the first check each turn

    is doubled (i.e. 10% per treaty).

    Treaties are subject to racial/army list limitations. Treaties are allowed as follows:

    Army Treaties allowedSpace Marines IG, SoB, EldarImperial Guard SM, SoB, Eldar, ChaosSisters of Battle SM, IGChaos DE, Orks, IGOrks DE, ChaosDark Eldar Orks, Chaos, (Eldar: non-aggression pact only)Eldar SM, IG, SoB, Tau, (DE: non-aggression pact only)Necrons Necrons onlyTyranid Tyranid onlyTau Eldar

    Space Marines: IG, SoB, Eldar

    Imperial Guard: SM, SoB, Eldar, Chaos

    Sisters of Battle: SM, IG

    Chaos: DE, Orks, IG

    Orks: DE, Chaos

    Dark Eldar: Orks, Chaos, (Eldar: non-aggression pact only)

    Eldar: SM, IG, SoB, Tau, (DE: non-aggression pact only)

    Necrons: Necrons only Tyranid: Tyranid only

    Tau: Eldar

    Note that the Xenophobic Sisters of Battle cannot themselves offer any kind of treaty to the Eldar. However, theyare allowed to answer yes to an invitation to a treaty from the Eldar.

    Apart from the abovementioned possible treaties, every race/army can of course make treaties with others of thesame race. I.e. Tyranid players can have any kind of treaty with other Tyranid players, and Chaos players canhave any kind of treaty with other Chaos players, etc.

  • 8/7/2019 WH40K Campaign Rules

    25/74

    2. Movement Order Phase

    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:Path

    Follow detachment (lose initiative)

    Recover

    Move and claim

    Claim area

    Reserve Movement

    Guard

    Advance

    Enter Tunnels

    Underground Movement

    Emerge from Tunnels

    Transfer to OrbitInactive

    Convoys can only be given the orders 'Path', Inactive and Follow detachment'. An exception to this is for thoseraces that can move through tunnels. The convoys of these races can utilize underground movement as well, inaddition to the orders already mentioned.

    Note that a Convoy cannot be ordered to enter enemy ZOC or enemy territory unless that hex is occupied by afriendly detachment. If already in enemy ZOC or territory, the convoy can continue to move, however. Also, aConvoy cannot be ordered to enter a hex occupied by an enemy detachment no matter what.

    Garrisons, since they are immobile, always have the order 'Guard'.

  • 8/7/2019 WH40K Campaign Rules

    26/74

    2.1 Movement Orders

    2.1.1 PathThe detachment moves along a specified path of hexes up to its movement allowance.

    2.1.2 Follow DetachmentThe detachment waits until all other detachments have moved, and then moves toward the target detachment,but automatically looses initiative, (see below 3.1.1 Initiative). Note that this may well be an enemy detachmentchosen as target detachment. The order does not remain active for the detachment the next round though, soonce an enemy detachment has moved into the fog of war (including limited vision), quite naturally it isimpossible to follow it with this order.

    2.1.3 RecoverThis cannot be chosen if the detachment is in enemy ZOC. The detachments MV is decreased to 1 MVP for thisturn, cannot enter enemy ZoC or enemy controlled hexes, but instead concentrates on medic attention andrepairs. All wounded and damaged models get a recover roll (as in the end of the turn, see below). Note thatvehicles get a recover roll as well.

    If the detachment is in a hex with a Medic Centre, then all wounded models recover automatically. If thedetachment is in a hex with a Repair Facility, then all damaged vehicles are repaired automatically.

    2.1.4 Move and ClaimThe detachments MV is halved (rounded up), but every hex it enters is claimed (see below). This claim includesthe hex the detachment is currently standing in, although of course no MV has to be spent for this hex.

    2.1.5 Claim AreaThe detachment cannot move, but the hex it occupies and all adjacent hexes are claimed (see below), excepthexes occupied by an enemy detachment or garrison.

    2.1.6 Reserve MovementAs '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, and it automatically has the 'Inactive' Battle Order after the move (see below).

    2.1.7 GuardThe detachment does nothing. Garrisons always counts as having this order.

    2.1.8 AdvanceCurrently this type of movement is not used for anything. It was used in an earlier version of the rules, and ismainly kept for a possible future use.

    2.1.9 Enter TunnelsAllows certain detachments to enter a specific tunnel. This can only be done while standing in the same hex asthe tunnel entrance/exit, and will take the entire move for the detachment.

    2.1.10 Underground MovementAllows a detachment already in tunnels to move along through the tunnel. Since the detachment no longer is onthe planet surface, its movement is done in a drop-down menu at the Orbit/Tunnels menu. In this menu, simplychoose to which hex (coordinates are shown) you want to move your tunnelling detachment.

    2.1.11 Emerge from TunnelsAllows the detachment to exit from the tunnel it is currently occupying. This can only be done while standing in(or under is more the case) the same hex/coordinates as the tunnel entrance/exit, and will take the entire movefor the detachment.

  • 8/7/2019 WH40K Campaign Rules

    27/74

    2.1.12 Transfer to OrbitAllows certain special detachments to transfer to orbit, where it in a later Battle Order phase can drop onto anyof the hexes on the map. Note that the detachment can only transfer to orbit while standing in an Urban hex witha Major Space Port, and when there is no warpstorm currently rendering the Space Ports useless.

    Note however, that even though a warpstorm may be raging, it is still perfectly possible to drop detachmentsalready in orbit back to the planet surface. It is just getting them back into orbit that is impossible when awarpstorm is making life in the army more miserable than whats usually the case

    2.1.13 InactiveThe detachment does noting. There is currently no difference between Guard and Inactive. Just like the orderAdvance the order Inactive is pretty much a relic from the past, ready to be woken anew, should the needarise.

    3. Movement PhaseThe detachments and convoys are moved according to their orders.Note: in the computer game the computer handles this phase.

    3.1 Movement

    3.1.1 Initiative1D6+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 getsto move first.

    It is possible to force one or more of your detachments to automatically loose the initiative, regardless of whatinitiative you get. This might be beneficial in certain situations where you want to go last.

    To automatically loose initiative, mark the detachment you wish to loose the initiative, choose view and thencheck the option Automatically loose initiative The detachment will revert to normal initiative the next round,

    however, and should you wish for it to automatically loose initiative again, you must manually check the optionAutomatically loose initiative once more.

    3.1.2 MovementEach player moves his detachments (except those who automatically loses initiative) and convoys in turn,following the initiative. The player decides in which order his detachments are moved. This is done by, prior tothe Movement phase, selecting any of the detachments, and then setting the preferred movement priority for thatspecific detachment.

    In most cases there is no need to manually select the movement priority, as the movement priority isautomatically set according to the sequence in which movement orders are assigned. So only if you wish a unitsmovement order carried out before the order of another unit, to which you have already assigned an order, is itnecessary to manually set the movement priority.

    A detachment can move through a friendly detachment, but it cannot end its movement in a hex occupied byanother detachment. One detachment and one garrison may be in the same hex together. Any number ofconvoys (including from different players) can be in a hex together, and they can be in the same hex as adetachment, a garrison or both.

    Note that detachments are moved one at a time, so even though it is possible for one detachment to movethrough a friendly detachment, it is still not possible for two detachments to take each others place.

  • 8/7/2019 WH40K Campaign Rules

    28/74

    A detachment (or convoy) cannot enter a hex occupied by enemies (except enemy convoys) in the movementphase. 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 thatautomatically lost initiative, one player at a time, in reversed order (so the player with the highest initiative moveslast). When all players have finished all moving, then all 'claiming' are resolved (see below).

    Urban hexes and Strongholds are sacked/overrun if an enemy detachment ends its move in the hex. Eachbuilding/defence has a chance of being destroyed equal to detachment size/2000 (i.e. 75% for a 1500-pointdetachment etc.). Also, this very same percentage of the current amount of BP located in the Urban hex isplundered, and turns up as a convoy for the sacking player in the very same hex. No build points are plunderedwhen sacking any of the buildings in the Urban hex. This is simply a happy bonus for the sacking player.

    3.2 Movement Allowance (MV)

    A detachment can move according to its general type:Type MVInfantry 4Vehicles 6"Fast Detachments" 8Convoys 6

    NOTE: Convoys normally count as 'wheeled vehicles'.

    3.3 Terrain

    The movement cost to enter a hex depends on its terrain:Terrain MV-costPlains 2

    Grasslands 2Forest 4Hills 4Sea 2Jungle 6Mountains 6Swamp 6Desert 4Badlands 4Road* 1/2 normal

    NOTE: to use a road, both the hex that is left and the one entered must have a road joining them together.

    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 thehexes that they can enter:Terrain \ Type Infantry Tracked Wheeled Skimmer Plains + + + +Badlands + + + +Forest + + +Hills + + + +Sea +*

  • 8/7/2019 WH40K Campaign Rules

    29/74

    Jungle + +Mountains + +Desert + + + +Badlands + + +Swamp + + +

    Road + + + +LEGEND+ Movement allowed.* If skimmers end their movement in this hex, they are automatically destroyed.

    Note that crossing a river without a bridge costs an additional two MV-points in addition to what the move wouldnormally had cost. Also, wheeled units cannot cross rivers without a bridge.

    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 its modelscombat ready, its sight radius is increased to a maximum of 1 hex (i.e. adjacent hexes can be 'seen').

    If a Stronghold has a Radar Tower then its sight radius is increased to a maximum of 1 hex

    During the movement phase, detachments have 'limited vision' only, of the adjacent hexes. Note that this is thecase regardless of whether the detachment have scout units or not. Detachments with scout units will be able tosee its adjacent hexes as normal in the battle order phase, though, while detachments without scout units stillhave only limited vision.

    Convoys dont even have limited vision.

    The sight radius of the Capital is +1 hex (i.e. 1 hexes with no upgrades, or 2 hexes with Radar Tower or scouts

    in the garrison).

    3.4.1 Limited vision

    Detachments, garrisons and Radar towers all can have limited vision. Limited vision provides limitedinformation on the adjacent six hexes. An exception, though, is the Radar tower that has limited vision in a radiusof six hexes, (default setting, GM optional).

    This limited information will reveal if there is any enemy detachments in any of the hexes covered by limitedvision, but it wont tell how large it is or what type it is. It will tell, however, whom the detachment belongs to.Limited vision will not reveal enemy convoys, roads, tunnels or the size (red bar) of a garrison in a Stronghold.

    Garrisons with no scouts will have limited vision in its Strongholds sight radius, whereas garrisons with scouts

    have full vision in its Strongholds sight radius.

    Detachments with no scouts will have limited vision in both the Movement phase and the Battle Order phase.

    Detachments with scouts will have limited vision of any newhexes it moves adjacent to in the Movement phase.The six hexes adjacent to the detachment at the start of the Movement phase will be covered by full vision.Detachments with scouts will have full vision of its adjacent hexes in the Battle Order phase.

    Strongholds with a Radar tower will have full vision of its six adjacent hexes in all phases, and limited vision in a

  • 8/7/2019 WH40K Campaign Rules

    30/74

    radius of six hexes (including the adjacent hexes) also in all phases. Note that this limited vision does notcoverJungle and Mountain hexes.

    3.5 Scout Units

    Each race has different units that are considered scouts for sight range purpose. See the Special Rules

    3.6 Claim

    A unit in enemy Zone of Control at the moment it tries to claim cannot claim any hexes.

    When a player claims a hex it becomes controlled by that player (except sea hexes, they can never becontrolled), unless it contains any detachment or garrison controlled by another player.

    If two or more players claim the same hex, then they negate each other, and none of them claim the hex.

    If a player claims a hex he already controls, then there is a chance it will be cleared of Chaos corruption orTyranid infestation. This chance is based on the detachments size (size/2000 - i.e. 2000 points: 100%, 1000points: 50% etc). If an Inquisitor is present, the chance is always 100%, regardless of detachment size.

    3.6.1 Undiscovered hexesThe first time a hex is claimed by any player (i.e. the hex started as uncontrolled and is claimed for the first time)ro