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Creating a System

The first thing that must be done is the surveillance of the system. You have to see what worlds there are, and how many of them there will be. This is based off the number of players involved in the campaign. For this reason, it is recommended that this campaign be conducted with an even number of players, as having an odd number of players can mean an odd number of planets. While it is still perfectly possible to play with an odd number of players and planets, this will result in a lot of battles with more than two players. If your player base is fine with that, then by all means, have as many as you like. DECIDING THE SYSTEMS LOCATION The system that the campaign is taking place in can be in any number of places, each of which reflects heavily on the campaign play itself. Roll a D6 to determine the system location. On a 4+, it is an Imperial System. On any other roll, it is a Hostile System. You may then add planets to the system accordingly. Imperial System An Imperial system is within the borders of the Imperium of Man. This means that it is held currently by the forces of the Imperium and it is under siege from outsiders. Add 1D3 planets to the system for each player, with an additional +1 for each player using an Inquisition, Space Marine, or Imperial Guard army. Hostile System Hostile systems are not under Imperial control, but instead are plagued by xeno or heretic presence across many of their worlds, and are in a constant state of war. The Imperium of Man has come to cleanse these wretched worlds of their foul occupants. Add 1D3 planets to the system for each player, with an additional +1 for each player using a xeno or Chaos army. SURVEYING THE PLANETS Now that we have seen what the system contains for worlds, it is time to learn the values of each of these worlds. This is done through surveying the planets themselves, and seeing what they contain. To represent a planets worth, each world has the following characteristics: Planet Name The player who spawned a planet at the onset of the campaign may choose its name. For most campaigns it is sufficient to name the system, and then number the planets (So, the campaign takes place in the Ragnarok System, for example...the planets are Ragnarok I, Ragnarok II, etc. or something entirely more imaginative).

Strategic Worth This number represents the planets capacity for manufacturing equipment and vehicles, and any holy relics the planet has on it. Roll a 1D3+2 for each planet to determine its Strategic Worth and make a note of the results for each world. Planet Type Each world has a planet type which affects battles fought on its soil. These will be explained more in depth later pertaining to their in-game effects, but for now simply roll D6 and apply the corresponding planet type: 1. 2. 3. 4. 5. Well-Defended Production Centre Death World Military Stronghold Critical Location

On a roll of 6, the rolling player may choose what the planet type is for the world in question. To learn more about planet types and their in-game effects, refer to the War Phase. Owner This is simply a listing of which pla yers army controls the planet. If you put/glue a system map onto cork board you can use different coloured pins indicating who hold them. SECTOR MAP Once this has been done, your sector is completed. Drawing a crude map or listing and naming the planets and their types is highly recommended. Some players prefer to name the worlds on a map, while others will simply make a list of planet names and types. A lot of detail is not necessary though it certainly makes the campaign more immersive, even though a simple list of the planets, their types and their owners is typically enough to suffice.

Backstory
Before the Campaign starts off, insist on everyone writing up to two page total of fluff / background / story on their Heroic Commander and Sergeant on how they go involved in the campaign or even a snippet of their life. Encourage them to be as story driven and cinematic as possible. One member of the campaign reads them all before any battles are played. Then everybody has a vote on the best three, you cannot vote for your own one. The winner gets 20 Extra Credits to spend on either or both of their Heroics. The second best gets 15 Credits, and third gets an extra 10 Credits.

The Campaign Turn


CAMPAIGN TURN The Campaign Turn is comprised of three phases, much like a turn in normal 40k games. Though they are explained in more detail shortly here is a basic rundown of the campaign turns phases: Invasion Phase This is the phase where you more your battle fleet to and enemy worlds to seize it. When making the decision to invade, you will have your choice of many doing levels, allowing you to choose what method of attack suits you best. War Phase During the War Phase, players will resolve the invasions, playing the games necessary to determine who wins the contested planets. Each war over the planet will consist of a single battle representing a pivotal point in the plants war. Each of these missions will be wildly different and have different outcomes depending on special rules. This is done for all engaged players unit all planetary ward have been completely resolved. Supply Phase Play then moves to the Supply Phase, where your forces restock, re-supply, and train up new meat for the grinder. This phase involves customising your units and them becoming veterans. CAMPAIGN LENGTH Once all the Planets are set, you must decide the campaigns length. It is important to set a time limit within which a winner can be decided. Campaign length is measured in Campaign Turns, which is comprised of an entire series of planetary conflicts being resolved with both attackers and defenders in each. A good length for a Campaign is 6 turns but there is no reason why you couldnt play a shorter 4 turn campaign or even a monster 12 turn Campaign. Longer Campaigns Its worth noting that the Veteran Skill system and the Heroic Commander and Sergeant Skill/Stat upgrade system really does not work well in campaigns longer than 8 turns (everything gets to good) so you could introduce a loss system. A loss system is where a unit lose 1 Veteran Skill when they get wiped out in a single game, and a Heroic Commander or Sergeant loses 1 Skill/Stat upgrade when he gets killed in a battle. WINNING THE CAMPAIGN After the last campaign turn is over, add all your System Control points up (see Supply Phase). The resulting number is your final overall System Control rating. The player with the most System Control after this last tally is considered the winner of the campaign.

If this is you, congratulations! You have sundered your enemies and sent them scurrying back to the pitiful leaders who sent them, bearing nothing but news of failure and your conquest. TO THE VICTOR GOES THE SPOILS We suggest that you have a prize for the winner. This may be a variety of things like a small trophy, money, or even an extra 5 points over all his competitors in all the subsequent games or campaigns. It doesnt have to be much but really adds to the whole thing and makes it more memorable.

Campaign Rules
Paint On models, boards, & terrain. This adds immersion into the games and makes them a lot more convincing and fun for everyone involved. When writing your army list, firstly add in all your models you have fully painted, then, if points allow, add all the models you have that arent painted, you will never regret it. Fun Story Driven Games This is highly encouraged. People have different criteria for fun to occur, but we suggest, as this is not a pick-up game or a tournament, you keep this whole thing as story driven and fluffy as possible. Make it Personal This can be through vendettas against specific models or people. The Chaplin cut my arms off, so no matter what, he will die next battle! or We will take back our homeworld regardless of the cost! Re-Rolls These are granted to your Heroic Commander, Sergeant, and Psykers with Skill/Stat & Veteran upgrades. You may re-roll a re-roll, even re-roll that one too if you want. They can be used at any time on anything that affects you, but you cant make your opponent re-roll their dice. You can however let your ally re-roll theirs, effectively giving your ally, in a battle, a free re-roll. These re-rolls can be made on any number of dice in a single roll, but they are usually reserved for vital vehicle damage rolls, characters invulnerable saves, or game winning cover saves. Filthy Combos & CutnPaste Lists This is heavily discouraged. If you want to lean heavily toward cutnpaste list making & ultracompetitive play we suggest you enter a Tournament. If you want a new lease of life you your 40k career then we suggest you try to leave the net-lists behind and develop names and background for each man and tank in your army. Delving into the wonderful and fulfilling world of Warhammer 40,000 Campaigns.

Invasion Phase
The first thing that happens in a campaign turn is the Navigation Phase, in which players move their fleets to enemy worlds to invade. This is done via an abstraction used to simulate fleet travel, and also encompasses an important part of the campaign turn your campaign initiative order. INITIATIVE ORDER During the beginning of the Navigation Phase, initiative order is determined for all players. This is relatively simple, and begins with a listing showing the races default initiative order: 1 2 3 4 5 6 Dark Eldar Eldar Daeomns Tyranids Inquisition Chaos Marines 7 8 9 10 11 12 Space Marines Sister of Battle Imperial Guard Tau Orks Necrons

Becoming Engaged Once a player enters the orbit of another players planet with their fleet, both players become engaged. The first important detail of this is that neither player may act further during the current Navigation Phase. Astute readers may notice that this means the players with higher initiative order can render other players unable to act at lesser initiative levels. MULTIPLE INVASIONS ON ONE PLANET You cannot invade the other worlds of an engaged player because they are aware of the danger present and are prepared to stop an invasion cold; however the world that has already been attacked is all but helpless to repel additional invaders. For this reason, players may declare invasions against worlds that are already being invaded (so long as they themselves are unengaged and able to act). When this happens, the planetary campaign becomes a multiplayer campaign game instead, and has some unique rules. Uneasy Allies Players may agree to ally during an invasion. Whenever an additional third or fourth party attacks an already-targeted world, they may choose to ally with any of the forces already present there (so, a third party may choose to aid the invaders, or to help protect the world from falling into the invaders hands by assisting the defenders!). The defender must decide if he accepts this aid. If this happens, then the planetary campaign will be played normally, but the third party will use his army to comprise any part of the force of his ally, just as in a standard team game. There are a number of reasons a player might do this. Perhaps a Tau army wishes to stop a Salamander Space Marine fleet from gaining a planet with the capacity to produce Terminator armour; perhaps a Chaos Daemons force has chosen to appear on the battlefield to aid their Chaos Space Marine brethren. Regardless, this alliance (as the name implies) is fragile. Players who are Allies of Convenience or Desperate Allies (see the 40k rulebook) may attack each others models at will, but never a Battle Brother. This has its benefits, since the planets ownership at the end of the planetary campaign can be heavily influenced by a sudden ambush ... perhaps this was the intent of your partner the entire time? WAR ZONE If a player joins the fray and does not attempt to ally with any involved forces (or his alliance is refused), then the planetary campaign becomes a war zone where all involved players participate in a multiplayer 3 or 4 way free-for-all battle.

This list is modified at the start of every Navigation Phase. This is done by having players each roll a D6, going down the list in its default order. Every roll of 1 puts the rolling player at the bottom of the list, while every roll of 6 puts the rolling player at the top. If you roll any other result, you remain where you are. Once all players have rolled, write the finalized order down somewhere safe and proceed to moving player fleets. The modified version of this order will remain in effect until the end of the current campaign turn. To make it all fair, in the next turn, any players who attacked in the previous turn will automatically roll a 1 on their next initiative order. These players will also not be allowed to act until all other players who were defenders the previous round have become engaged. Two players, same race? If there happen to be multiple players of the same race who end up at the same initiative step, simply have them roll off. The player who wins will go immediately before the player who loses. INVADING A PLANET Players proceed in initiative order, declaring their destinations. All players have to do in order to move a strike force into place is declare their destination planet. You automatically begin an invasion against the player whose planet you targeted. This means that during the War Phase, you will fight a battle with this player. From this point, both players are said to be engaged. Once a player is engaged, no players may attack any of his other worlds. This is not true of the world that has already been invaded, however; its defences have been blitzed and compromised already!

War Phase
In the War Phase you will fight one battle. This game uses our campaign-driven Mission Generator (see below), and is always conducted at a points level decided by the invader as soon as he declares a target. The battle that you fight is not just one battle to win the planet, however. This battle is the critical turning point of a months-long war (similar to D-Day in World War II), and the outcome of it directly will lead to the winners eventual triumph in the greater planetary war. As a result, the winner of the battle will gain control of the world in question. This singular battle is basically an abstraction of the greater war going on. For this reason players should consider a War Phase to encompass a pretty large amount of time (such as 6 months, for example). Remember, your army has been fighting over this world for weeks the battle you play is merely the climax to a greater war that has been raging without end! DECIDING POINTS & ARMY LISTS The invader decides the points level they will use for his invading force, and then creates an army list to represent this force. The points range is from: 500 points to 2500 points. We suggest that if youre having a 4 player game make your armies less than 1500 points, just to keep the game shorter. But if you want to there is no reason why you couldnt arrange an Apocalypse game if everyone is keen. INVADING DIFFERENT WORDS: Each world is different topography & biology that have different effects on the battle: Well-Defended World: The Attacker re-rolls all successful reserve rolls and the Defender re-rolls all failed reserve rolls. Production Centre: The Attacker gains a ST9 AP3 Large Blast Ordnance one use shot that always scatters the full 2D6, used once both sides have deployed. The Defender selects one Troop unit worth less than 100 points, once destroyed that unit goes back into reserve. Death World: All Terrain is both difficult and dangerous to ALL units except Fliers. All reserve rolls suffer -1. Military Stronghold: The Attacker gains a ST9 AP3 Large Blast Ordnance one use shot that always scatters the full 2D6, used once both sides have deployed. The Defender gains an additional 5% of their total armys points worth of troops. Critical Location: On top of any mission special rules there is a Relic in the middle of the board worth 4 points.

MISSIONS Roll a D6 and see the main Warhammer 40,000 rulebook. In a 3-4 way game we suggest The Relic. This is only a very practical suggestion, if you want to make up your own missions or have something more story driven in mind, go crazy. As long it is relatively balanced and fair no one will mind. HEROIC MISSIONS These are Heroic special missions that apply separately to your Heroic Commander and Sergeants. The completion of each mission is worth 1 point for the Warhammer 40,000 Rulebook mission on top of any secondary objectives. Before the game begins roll 2D6 secretly on the table below: 2. Ill Show You If your Heroic finishes the game alive and closer to the objective (if an objective based game) or otherwise further forward than your opponents Heroics, at the end of the game they get 1x Stat/Skill upgrade and 10 Credits. Big Game Hunter If your Heroic finishes the game alive and Kills/takes the last wound off the enemy unit worth the most points they get 1x Stat/Skill upgrade and 5 Credits. Combat Monster If your Heroic finishes the game alive and wins 2 multi-combats against more than 2 enemy units, they gain 1x Stat/Skill upgrade and 5 Credits. King of the Hill If your Heroic finishes the game alive and end the game as the highest model on the board using terrain, they get 10 Credits. Royal Rumble - If your Heroic finishes the game alive, each enemy Heroic Commander or Sergeant they kills/take the last wound off, they get an additional 5 Credits. Eyes on the Sky - If your Heroic finishes the game alive, and kills/destroys an enemy Flier or Skimmer they get an additional 1x Stat/Skill upgrade. Rumours Abound - If your Heroic finishes the game alive, and kills/takes the last wound off a single randomly selected enemy Tank, Walker or Monstrous Creature, they get 10 Credits. Slayer of Men - If your Heroic finishes the game alive, and kills at least 20 Infantry models, they get 1x Stat/Skill upgrade and 5 Credits. Ill Show You If your Heroic finishes the game alive and closer to the objective (if an objective based game) or otherwise further forward than your opponents Heroics, at the end of the game they get 1x Stat/Skill upgrade and 10 Credits.

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Your Heroic Commander or Sergeant will only get the Heroic Mission bonuses if he is alive at the end of the battle.

Supply Phase
VETERAN SKILLS This is done after the battle see the following pages. HEROIC CHARACTER UPGRADES & SKILLS This is done after the battle see the following pages. ACHIEVING VICTORIES A win in battle during the War Phase determines the current owner of a world. Worlds change hands and go to the victor of a battle at the start of the Supply phase. Note that in the case of any draws, the planet remains in control of the defender. SYSTEM CONTROL System Control points are tallied at the Start of the Supply Phase. Add the Strategic Worth of all your planets together, this is the System Control you get for this round of the Campaign. System Control is cumulative, meaning that it adds up over time and remains accumulated. Any System Control you acquire remains yours for the duration of the campaign. As each campaign turn closes, make a note of your current System Control; during the next campaign turn you will use this as your starting point to measure how far you have come (or how much you have fallen behind!) in the race for conquest. You will notice that you may win all your games but not win the campaign, dependant on what planets you choose to invade as the saying goes: You may win the battle, but not the war! THE AGONY OF DEFEAT Normally, you will only check to see who has won the campaign at its close. But along the way, there are a few situations which may lead players to be forced out of the war zone prematurely: Surrender: If a player is feeling particularly cowardly and hasnt got the guts to stand his ground, he may simply surrender removing his army and planets from the game entirely. Spend too long with no base of operations: If you are without a single planet in your possession for three consecutive campaign turns, then you are no longer considered a credible threat by the people or other forces in the system, and are ordered by your superiors to withdraw from the system at once, counting as eliminated. Absence from the battlefield: If you do not show up to play your games, then the rest of the campaign players must wait until you resolve your games to continue. This is a problem (and is also plain rude) so to alleviate it, we have decided that any player who is absent during a campaign session can be voted out of the campaign if the majority of other players are in agreement.

HORRIFFIC INJURIES If your Heroic Commander or Sergeant has his last wound taken off him by a weapon that either: Causes Instant Death/Force Weapon. Is more than twice his Toughness. Is a Strength D Weapon. Removes the model from play. Is an awful way to die e.g.: most large Tyranid Bio Weapons or Ork Shock Attack Gun

He suffers a Horrific Injury, Roll a D6 and Consult the Horrific Injury table below: 1. Ahh my leg The Injury has severed your leg. The bionic replacement is stronger but much more cumbersome. They gain +1 Strength but -1 Movement. My Arm! The blast has utterly destroyed their arm. The bionic replacement is stronger but not quite as agile as a real arm, it adds +1 Strength but -1 Initiative. Gaping Chest Wound - Despite the odds he survives the most hideous of chest wounds gaining +2 Toughness but -1 Strength and -1 Movement. Not the Face! Massive scars, facial disfigurement and implants means that all enemy units within 6 suffer -1 Leadership. Nerves of Steel The experience has changed them, steeling the will against all foes. They gain +1 Leadership but -1 Initiative. If they are Leadership 10 already they become Fearless. If they are already Fearless they add +1 to combat resolution for your units within 12 Left to Die Against all the odds and left to die on the battlefield they survive, dragging themselves back to base weeks later. After the many surgeries and numerous bionic implants their body is more machine than man. They gain +1 Weapon Skill, +1 Toughness, +1 LD & +1 Strength, but suffer -1 Initiative & -1 Movement.

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These Horrific Injuries stay with the Heroic Commanders and Sergeants throughout the length of the campaign as testament to their commitment and devotion to the campaign and cannot be removed. If youre a Space Marine Player please refer to your Army Specific Rule: Even in Death I Still Serve.

Veteran Skills
During the Campaign your squads will become Veterans. A Troop choice unit can only ever have up to 3 veteran skills, while HQ units (that are not your Heroic Commander) Elites, Fast Attack and Heavy units can only ever have 1 Veteran Upgrade. (If a unit changes to a Troop Slot due to an ability they can still only have 1 Veteran Skill Upgrade). After each battle the winner gets to select 2 units and the looser 1 unit (in the case of a draw each player chooses 1 unit) that did well in that battle and roll on the charts below dependant on the unit type and backstory. If you roll and get a duplicate skill you already have, you get to choose a skill from the same group instead. Recon Veteran 1. Infiltrate 2. Move Through Cover & Skilled Rider 3. Stealth 4. Scouts 5. Fleet 6. +1 Movement Melee Veteran 1. +1 Weapon Skill 2. Counter Attack 3. Hit & Run 4. Re-Roll 1s to hit in Combat 5. Furious Charge 6. Rage Gunnery Veteran 1. Re-Roll 1s to hit at range 2. Relentless 3. Tank-hunters 4. +12 Weapons Range 5. Rending at range. 6. Re-Roll 1s to wound at range Monstrous Creature / Walker Veteran 1. -1LD to Enemies within 12 2. Ignores Fearless on Enemies 3. +1 Wound/+1AV on 1 Facing Max AV14 4. +D3 Attacks on the charge 5. +1 Initiative 6. +1 Attacks Vehicle Veteran 1. +1 Ballistic Skill 2. Ignore Difficult & Dangerous Terrain 3. Tanks Shock -2 LD Penalty & Ram +2 ST 4. Ignore Shaken & Stunned 5. +12 Range on all Weapon 6. +1AV to 1 Facing, Max AV14 Psyker Veteran 1. No Perils of the Warp 2. One Power Twice, even shooting 3. +1 Warp Mastery Level to max of 3 4. Shooting Psychic Attacks +2 ST -1AP 5. Re-roll any 1 dice roll once per game 6. You may Re-Roll to Steal the Initiative

Very rarely a unit will roll a skill that is no use to them at all, if this is the case, re-roll the result. If a unit has a Veteran Skill you dont like, you can replace it after the next game instead of getting an extra Veteran Skill, by re-rolling on the same table their skill your replacing came from. MVPS OF THE BATTLE Once the battle has finished each player choose a unit in their opponents army they think achieved something amazing, survived against the odds, or did unexpectedly well, and that unit gets a MVP Veteran Skill. This MVP Veteran Skill upgrade can take the number of Veteran Skill above the normal limits. Eg: A troop choice has got 3 skills but gets 2 MVP Veteran Skills over the 2 following games and now has 5 Veteran Skills total! ONCE A VETERAN, ALWAYS A VETERAN All units with Veterans Skills must be included in all subsequent battles where possible. If you cant fit them all in, then leave the least number out as you can. All units with Veteran Skills can go up and down in size during the campaign to represent casualties and replacements and can change weapons freely (paying the appropriate points cost of course) as they choose.

Heroics Characters
STARTING OUT Your Heroic Commander is an HQ with a starting cost of 100 points 5. Your Heroic Sergeant is a squad leader of an infantry squad with a starting cost of 50 points 5. While the costs may not be written in the Codex you can work it out with the group. You never add the cost of these characters to your army, they are free! They develop through the campaign so get the coolest model you can. You can spend some of the point from your army on your Heroics e.g.: A Tyranid player wants to start off with a Hive Tyrant as his Commander in his first 1500 point battle. Hive Tyrants are well over 100 points so the difference is taken off his 1500 point army. His Tyrant costs ~200 points so his army would end up at 1400 points. This should be exception not the rule. Keep the Heroic Commanders and Sergeants as close to the 100 points as possible but still be true to their backstory. Additional Rules Your Heroics gain the Eternal Warrior Special Rule, are immune to Precision Shot Special Rule, both gain 1 Stat / Skill upgrade before the first battle, and your Commander counts as the compulsory HQ. Maximum Weapons Heroics can only have 2 CC Weapons and 2 ranged weapons plus wargear. They can have any amount of infantry based weapons, wargear, abilities, or even special characters abilities from your entire army/Codex or Imperial Armour Books, but not your allies Codex. The Most Important Rule This must be fun & fluffy! Go wild and build the Heroic Commander and Sergeant of your dreams. If you cant find the exact cost of an item or ability, just ask the group. Im sure they will give you a good idea. CREDITS & SKILLS After each battle a win earns you 15 Credits and a Stat / Skill upgrade. A draw 12 Credits and a Stat / Skill upgrade. A loss 9 Credits and a Stat / Skill upgrade. Spending Credits You can accumulate Credits or spend them as points toward wargear, retinue, armour, weapons, or abilities, either or both for your Heroic Commander or Sergeant. You can spend them in any proportion you wish if you want to you could make your Commander a monster while neglecting your Sergeant completely. You can also trade 10 Credits for another Stat/Skill upgrade. If you roll a skill you already have you get to choose one skill from the same group you rolled in instead.

STAT/SKILL UPGRADES These are random, roll 2D6: 2. 3-4. 5. 6. 7. 8. 9. 10-11 12. New Skill: Choose any 1 new Skill New Skill: Select a Skill Table & roll a D6 D6:1-2 +1 Level Psyker 3-6 RR any 1 dice D6: 1-3 +1 ST / 4-6 +1 A Choose either +1WS or +1BS D6: 1-2 +1 W / 3-5 +1 T / 6 +1 Movement D6: 1-3 +1 I / 4-5 +1 LD / 6 RR any 1 dice New Skill: Select a Skill Table & roll a D6 New Skill: Choose any 1 new Skill

Shooting 1. Your main gun is an Assault weapon 2. Your main gun gains 1 shot 3. Your main gun ignores cover 4. Re-roll to wound & Penetrate at Range 5. RR all successful saves inc inv at Range 6. Shots are -1AP & +1Strength Melee 1. 2. 3. 4. 5. 6.

+1 to Hit in Combat RR all successful saves inc inv in CC Re-roll to wound & Penetrate in Combat -1 to be hit in Combat Re-roll to hit in Combat All hits in CC are +1 Strength & AP1

Field Command 1. You may Re-roll Steal the Initiative 2. 1 to your reserves rolls. 3. 1 Terrain piece gains +1 Cover Save 4. Re-roll any 1 dice roll once per game 5. Auto Pass/Fail any 3 Moral/LD Check 6. Infiltrate or scout any 1 unit NB: If you dont like these tables or it doesnt suit the backstory of your Heroic, you can instead select the Veteran Skill Tables, normally used for the rest of your army.

Maximum Stats Most stats can be improved endlessly, but not go over 10. There are some than can only be improved once by Stat/Skill upgrades. These are: Toughness Strength Wounds Movement THE SPOILS OF WAR If your Heroic Commander or Sergeant kills/takes the last wound off the enemy Heroic Commander or Sergeant, and survives the battle, then he may take 1 weapon, or 1 piece of wargear (but not abilities or special rules) equal to the Campaign Turn number you just finished x5. E.g.: If its Campaign Turn 3 you can take one 15 point piece of wargear or item off the Heroic Commander or Sergeant you just slew. You gain this item and its abilities, and the Heroic Commander or Sergeant you slew, loses it. Keep this as practical and fluffy as possible e.g.: dont let an Eldar Exarch take a Grey Knights Dreadknights Nemesis Greatsword, it would be far too big for him.

Army Specific Rules


DARK ELDAR Attacking Add +1 to the dice off to go first & you deploy last on a 5+, even if youre going first. Defending You may choose to swap deployment zones with the Invader, and move 3 pieces of terrain up to 12 before any deployment if you want to. Note that the Dark Eldar are still the defenders. CORSAIR & CRAFTWORLD ELDAR Attacking You get to choose the mission and deployment type, choose something fluffy. Defending You get to choose up to 2 units that are in reserve that come in any time you want, including turn 1. DAEMONS Attacking If you successfully take a world your army that turn doubles the amount of Veteran Skill Upgrades it gets including Heroic Commanders & Sergeants. Defending If you successfully defend a world then the units you choose to gain veteran abilities, including your Heroic Commander and Sergeant, may Re-roll on the Veteran Skill Tables if they want. TYRANIDS The Great Devourer Half way through the campaign, downgrade the Strategic Worth of all the planets you have by 1. In every battle you get 3 ripper swarms free. Attacking Either every enemy Psyker takes a wound from perils of the warp, or you get 3 Spore Mines free. Defending All enemy reserves suffer -1 & either every enemy Psyker takes a wound from Perils of the Warp, or Choose 3 Pieces of Terrain before sides are chosen, they count as both difficult and dangerous terrain for enemy units only. If its already difficult or dangerous then a 1 or 2 will affect the unit. GREY KNIGHTS/SISTER OF BATTLE Attacking You get to choose the mission and deployment type, choose something fluffy. Defending If you lose the battle and your army contains an Inquisitor, you may order an Exterminatus. The planet that you just loss turns into a Volcanic Deathworld and has its Strategic Worth reduced by 3 permanently. You can only ever order 2 Exterminatus in the campaign so use them wisely. CHAOS MARINES Attacking If any IC Survives the battle, and survives 4 ID wounds, or is involved in 3+ Sweeping Advances, or Kills 2 enemy HQs they Ascend. Gaining +2 to any 3 stats and becomes a Monstrous Creature.

Defending If you successfully defend a world then the units you choose to gain veteran abilities, including your Heroic Commander and Sergeant, may Re-roll on the Veteran Skill Tables if they want. SPACE MARINES Even in Death, I Still Serve Whenever a Space Marine Heroic Commander or Sergeant is subject to Horrific Injuries He may choose instead to become a Dreadnought. This model has the standard Dreadnought profile but gains the WS, BS, I & A values the character had, and may pay for any of the standard Dreadnaught options. He keeps any special rules & wargear he had, and is immune to crew shaken and stunned. Attacking Either you gain a Drop Pod fitted with a Storm Bolter for free, or an Orbital Strike before Turn 1. Defending You may choose 2 pieces of Terrain, it now has the Bolster Defences Special Rule and all units partly in it count as having Defensive Grenades. IMPERIAL GUARD Attacking You get two ST9 AP3 Large Blast Ordnance one use shots that always scatters 3D6, used once both sides have deployed & before turn 1. Defending Your force gets an Aegis Defensive Line without any upgrades for free. TAU Attacking Either every enemy unit only on the first turn of the game starts with a marker light hit on it on a 5+ or you get 3 seeker missiles for free. Defending Your forces are bolstered by a Tau Fortified Turret (see Imperial Armour) armed with a Twin Linked Plasma Gun. It does not take up a FOC slot but does count toward VPs and First Blood. ORKS Attacking If you win this battle, in the next battle when you declare a WAAAGGHH you go 2D6+4 (re-rollable) on the charge. This lasts until you lose a game. Defending If you successfully defend a world then the units you choose to gain veteran abilities, including your Heroic Commander and Sergeant, may re-roll on the Veteran Skill Tables if they want. NECRONS Attacking You may choose to swap deployment zones with the Invader, and move 3 pieces of terrain up to 12 before any deployment if you want to. Note that the Necrons are still the attackers. Defending Your forces are bolstered by 3 Necron Scarab Swarm bases for free that do not take up a FOC slot. This unit may be added too with more Scarabs from your army and may go 3 above the maximum unit size.

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