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THERE IS ONLY WAR 1 Rules Overview1 The Most Important Rule(s) 1 GETTING STARTED 2 Creating a Warhost List2 SAMPLE WARHOSTS 3 SPECIAL SCENARIOS 18 Stealth Strike 18 Apocalyptic War 19 MULTIPLAYER BATTLES 20 Unique Multiplayer Game Issues  20 VETERAN ABILITIES 21 Gaining Experience 21 Veteran Abilities 21 SPECIAL CASUALTIES 22 Unique Casualties 22 Surviving Instant Death 22 STATUS PHASE 23 Achieving Victories  23 Tallying System Control 23 Replenishing Your Warhost Units 23 System Control Modifiers  23 VICTORY AND DEFEAT 24 System Control and Victory 24 Final Outcome 24 The Agony of Defeat 24 RACIAL RULES 25 Chaos Space Marines  25 Daemons 25 Dark Eldar 25 Eldar  26 Imperial Guard 26 Inquisition 26 Necrons 26 Orks 26 Space Marines 27 Tau 27 Tyranids 27 SUMMARIES SCENARIOS 16 Control Scenarios 16 Annihilate Scenarios 17 THANK YOU FOR PLAYING! 28 31

GENERATING THE STAR SYSTEM 4 Surveying the System4 THE CAMPAIGN TURN 5 Campaign Length5 Campaign Turn Outline 5 NAVIGATION PHASE 6 Initiative Order 6 Moving Your Fleet 6 Invading a Planet6 Distant War Fronts6 Multiple Invasions on One Planet7 Becoming Engaged7 WAR PHASE 8 Engaging in Planetary Wars 8 The Mission Generator8 Unique Planetary Wars8 MISSION GENERATOR 9 Deployment Type9 Scenario9 Mission Special Rules 9 Force Organization9 Battle Conclusion9 DEPLOYMENT TYPES 10 Surrounded  10 Two Fronts  10 Collision 10 The Long Road  11 Swirling Melee 11 Last Stand 11
Original Artwork Copyright Games Workshop

MISSION SPECIAL RULES 12 Universal Rules  12 Battle Conclusions 12 Invaders Only 13 Defenders Only 13 INVADERS - BOMBARDMENTS DEFENDERS - PLANET TYPES 14 15


Writers: Rob Walker, Paul Moore Editors: Rob Walker, Paul Moore


Disclaimer: This is a strictly derivative work of Games Workshops Warhammer 40,000

EvilDice40k Gaming Group

tabletop game. This supplement is not licensed by Games Workshop and its creators are not affiliated with the company in any way. This supplement is offered free of charge and contains only references to Games Workshops official books; no GW works are quoted within these pages. All material contained herein that can be considered to have been derived from other works retains any trademarks or copyrights under hold of Games Workshop (including all references to material from the Warhammer 40,000 intellectual property, including names, places, characters, and symbols). All Rights Reserved.

Contact: Rob Walker, Boston, MA. Email: rjwalker113@comcast.net Website: http://www.evildice40k.com

Light Version: This PDF document contains no images. Future releases will include

images that are legal. Due to copyright reasons none of the artwork used on the internal EvilDice40k version of this document can be included in this public release.


elcome to THERE IS ONLY WAR, a Warhammer 40,000 campaign system developed by the EvilDice40k gaming community. In this campaign, players will assume the role of a military commander overseeing an entire system. With a given number of points, players will take command of a fleet of warriors ready to lay siege to any enemy worlds in their path. Daring planetary raids will lead to great rewards as worlds of high resource or reconnaissance value are seized and placed under your control, granting your army benefits as they blaze a trail of destruction across the stars. But do not rest easy; sudden strikes from your seemingly bested enemies will cripple your lines as their remnants rise up to resist your advances, and other armies seeking the same conquests as you will step forward and challenge your dominance at every turn. In the grim darkness of the far future... THERE IS ONLY WAR.

THERE IS ONLY WAR is a campaign designed to hold an indeterminate number of players. The goal is to be all-inclusive; anyone can play, and is not hampered by the need for teams or even racial affiliation (though it is sure to raise the ire of your fellow warriors should you turn traitor!). The rules are complex, and deal with everything from planetary ownership to tracking your casualties. As such, it is recommended only advanced 40k players with complete armies join the campaign, as it will make things much smoother as gameplay wears on. Every player has a place in the star system at war and is preparing for imminent expansion. Surveying the system is the mechanic by which the worlds will be mapped out and their values assigned. Because of this, the campaign is very variable, meaning it can accommodate anywhere from a pair of players to several. Ideally, it might even be able to include your entire club... As the game wears on your forces will suffer losses, and the worlds you capture will help you regenerate some of them based on their worth. Some races will have an easier time of this than others; it isnt as easy to create a Space Marine as it is to create a Conscript! Additionally, some planets may have bonuses that directly impact the battlefield (such as a well-fortified world allowing your troops a better chance to avoid death and thus eventually return to battle later in the campaign).


In keeping with the spirit of Warhammer 40ks creators, we just want to remind all of those out there who use that campaign that it, and the people who worked on it, are not perfect. In fact we are far from the Jervis Johnsons and Phil Kellys of GW fame and infamy. With this in mind, we want to remind all of you players out there that we invented this campaign and all of its parts as a way to add fun and flare to your standard 40k experiences, as well as some very serious depth. That being said, if you find any part of this campaign system silly, stupid, or just plain disinteresting, you have the formal option not to use any given module within these pages. For example, if you just love our veteran units rules but nothing else...feel free to use them in a campaign of your own devising. Similarly, if you love everything in these pages except our victory conditions, feel free to go ahead and play with different ones. Each gaming group is different and each player within those groups is also different; only you pack leaders out there can really know where your groups want to go! Otherwise, we would also like to say that we feel this campaign can be improved upon ad infinitum. We are our own worst critics!! We have plans to make consistent updates so if you come up with a great alternative to one of the modules for play in this book, feel free to let us know at www.evildice40k.com, and we can add your name to the credits and your improvements for next time!
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Original Artwork Copyright Games Workshop

Before anything else, you will need to set an initial points level for the campaign, and will need to create their initial campaign army lists. This master list is called your Warhost, and it encompasses all of your forces in the campaign. A Warhost army list is actually quite large relative to a standard 40k game army list, but dont worry; you wont need to buy thousands of new models to make this campaign work! The best way to set a points level for the campaign is to take your gaming groups favored points level for standard games and to multiply it by a small number. For instance, at EvilDice40k the favored point level is usually 2,000 points, and we have campaigns planned at 10,000 points (2,000 x 5), and 4,000 points (2,000 x 2) for smaller games, respectively. This is strictly a matter of preference and only affects the available forces of players; the actual games will not be played at these huge point levels! You can also set an arbitrary points level just for the sake of it seeming like a good round number (like 5,000 points). But multiplying by your favored points levels allows players to simply duplicate the unit choices for their favored standard lists X amount of times. This also speeds things up, as players often will have their usual armies at their disposal for many of their early battles (until they start getting killed, of course...).

Included on our website is a specialspreadsheet that you can download to help generate your Warhost list. Even if you do not use it, it has several fields which players should be made aware of, and which should be a part of any Warhost lists that are made. FOC: This is where you list what Force Organization Chart slot the unit occupies. When creating the Campaign Army Summary, you can ignore the Force Organization Chart, but you will need to abide by it during battles (though it is often modified). Unit Name & Cost: The name of the unit and its point cost are written here. This is fairly straightforward: list the unit and list its points cost according to its equipment loadout. Reserve Count: Many times, players will wish to take duplicates for a particular unit. When this happens, write the number of duplicate units in the Reserve Count field. For example, you may have a Tactical Squad with a particular loadout and wish to take 10 identical units, simply write the number 10 for their reserves value. If doing the sheet on paper, use of a pencil is recommended after all, you will be changing this number as your squads are killed... Wargear: This is a section where you can list the units equipment. You choose each units equipment as normally described in your codex. Still, try to gear your men for versatility, as you will be facing a wide variety of enemies. Note: Use this space for listing dedicated transports, as these are not considered separate units for the purposes of your Warhost unless they are AV14 vehicles. In these cases, it is usually easier to vehicles count as separate units in your Warhost, though when deployed, they are dedicated as usual in terms of gameplay. Total Unit Points: This is the total value of the units listed in the entry. This is including all instances of units listed in Reserve Count (so your total unit points would be the cost of the unit, multiplied by its reserve count). Notes: If there is anything to remember or denote about a unit, use the notes field to mark it down so that you are better able to keep track of unique circumstances (such as a Veteran units ability, or a special character who has been injured, etc.). Note that the Force Organization Chart doesnt really apply at this point; only when actually playing out a battle (So yes, things like an entire company of Chaos Terminator Squads is possible). Encourage creativity amongst your group; since the missions in a There Is Only War campaign are all custom missions, you will not be as restricted by the Force Organization Chart as you are in a standard mission. Of course, you also dont have to use our sheet at all. As the example opposite shows, if you are neat about it, a piece of paper will do fine!


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SpAcE MArINES - 10,000 pTS




4 12 6 9 12 600 2200 600 1035 1020 AUtOCANNON TURREt + HEAVY BOltER SPONSONS 9 12 2025 2520 LIGHtNING ClAw SGt, 2X FlAMERS MUltIMEltA + HEAVY FlAMER TERMINAtOR ARMOR, StORM SHIEld, MIGHt OF


TROOPS: TAC. SqUAd X10 (220) SCOUt SqUAd X5 (100) HEAVY: VINdICAtOR (115) PREdAtOR DEStRUCtOR (85) FASt: ASSAUlt MARINES (225) LANd SPEEdERS X3 (210)


CHAOS - 15,000 pTS








9 1


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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 all THERE IS ONLY WAR campaigns 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. 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 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.


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.).

Production Rate

Imperial System

This number represents the planets capacity for manufacturing equipment and vehicles, as well as training new troops for your campaign army. Roll a D6 for each planet to determine its Production Rate and make a note of the results for each world. The use of Production Rate is explained in more depth during the Status Phase section on page 23.

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.

Planet Type

Hostile System

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. Well-Defended 2. Production Center 3. Death World 4. Military Stronghold 5. Critical Location

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.

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, see page 15.

Critical Objectives

Each planet has a number of critical objectives which denotes the planets overall value. These are strategic locations of valuable assets that aid in controlling the system. Roll 1D3+2 to determine how many of these objectives a given world possesses. Critical objectives are used for counting holdings (see page 24).

Original Artwork Copyright Games Workshop

This is simply a listing of which players army controls the planet.

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 interactive, even though a simple list of the planets, their types and their owners is typically enough to suffice.


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Once your planets are set, you must decide the campaigns length. Theoretically, this sort of campaign could go on indefinitely; it is important to set a time limit within which a winner can be decided. Campaign length is measured in terms of the campaign turn, which is comprised of an entire series of planetary conflicts being resolved with both attackers and defenders in each.


Fleet Movement Invasions begin Forces become engaged Sieged races go into high alert

The campaign turn is comprised of three phases, much like a turn in normal 40k games does. Though they are explained in more detail shortly, here is the basic rundown of the campaign turns phases:


Engaged players generate planetary war mission Battles are played and resolved in full for all engaged players

Navigation Phase

Planets produce campaign reinforcements System Control tallied

This is the phase where you move your battle fleet to an enemy world to seize it. When making the decision to invade, you will have your choice of many point levels, allowing you to choose what method of attack suits you best.

War Phase

This is just a basic explanation of the three phases. They and their specifics will be explained in more detail in their own sections.

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 planets war. Each of these missions can be wildly different and have different outcomes depending on various special rules put into play by the campaigns Mission Generator. This is done for all engaged players, until all planetary wars have been completely resolved.

Status Phase

The campaign turn is not over until every player has acted. This means that unless all players have been engaged and participated in a battle, the current campaign turn continues. This is somewhat analogous to the turn structure of a basic 40k game: Each player would have their own Player Turn with three phases, two of which comprise a Game Turn. In a THERE IS ONLY WAR campaign, the same is true: There is a lesser turn with three phases that must be completed at least twice over to have a complete campaign turn. As you can imagine, this can take a long time. We recommend starting off small, with a campaign that is 3 campaign turns in length; this should give mostly all the players involved chances to be both invaders and defenders, and a total of roughly 6 games played.


Play then moves to the Status Phase, where your forces may attempt to replenish their losses using the resources of the planets you have gained. Typically, planets may produce one reserve of one of your campaign lists units. Also during the Status Phase, players will tally their System Control ratings and see who is currently in full control of the star system.

Original Artwork Copyright Games Workshop

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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.

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: 7. Space Marines 1. Dark Eldar 8. Imperial Guard 2. Eldar 9. Tau 3. Daemons 10. Orks 4. Tyranids 11. Necrons 5. Inquisition 6. Chaos Space Marines 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.
Original Artwork Copyright Games Workshop


1. Arrived Piecemeal: Your fleet has arrived and dropped its cargo, but due to inclimate conditions not all of them have arrived at once. You must place D3 units into reserve during your battle. Arrived Unprepared: Your army has amassed but has sorely underestimated the enemy defenses and has prepared a battle plan that is not optimal for the situation. Your opponent may enforce a +1 or -1 modifier to any rolls you make while generating the mission. Out of Formation: Your fleet has arrived but its formation was broken in transit, making it difficult to coordinate deep strikes. Any units you bring in by deep strike must re-roll any direct hits when scattering. Arrived Without Issue: Your fleet has made it without any difficulty. Gameplay is unaffected. Arrived Without Issue: Your fleet has made it without any difficulty. Gameplay is unaffected. Arrived Undetected: Your fleet has made such good time that the enemy is unprepared for your attack. When generating the mission, you may choose which special rule is in effect for your army rather than rolling to decide.



4. 5. 6.

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.


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. The actual travel is done via the abstraction of the Distant War Fronts table, shown to the right. Each race has a transit rating: Simply roll a D6 and add transit rating, and apply the result on the Distant War Fronts table.

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 (see the sidebar on the next page for details).

Transit Ratings

Chaos . . . . . . . . . . . . . . . . . . . . 1 Daemons. . . . . . . . . . . . . . . . . 2 Dark Eldar . . . . . . . . . . . . . . . . 2 Eldar . . . . . . . . . . . . . . . . . . . . . 2 Imperial Guard. . . . . . . . . . . . 1 Inquisition. . . . . . . . . . . . . . . . 1

Necrons . . . . . . . . . . . . . . . . . . 5 Orks. . . . . . . . . . . . . . . . . . . . . . 0 Space Marines. . . . . . . . . . . . 1 Tau. . . . . . . . . . . . . . . . . . . . . . . 1 Tyranids. . . . . . . . . . . . . . . . . . 5

Planets on High Alert

+++"All clear on the western front, brothers."+++

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When a player becomes engaged by an invading enemy, he may have multiple planets under his control. When one of his planets is invaded, all of a given players worlds are said to go onto High Alert. Worlds on High Alert have their best PDF armies scrambled, and have space defenses in place that will make an invasion too costly to enemy forces, so no general will attack a world on High Alert. Thus, 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 defenses have been blitzed and compromised already!

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. Remember that the campaign is not in real time, and this gameplay mechanic is purely designed to ensure that players all get to be involved in a single planetary campaign at a time, for resolutions sake: otherwise some players may have to resolve many more games than others before the campaign can continue.

How can I attack if Im always engaged?

Dont worry if you see this system as being unfair to defenders you wont be trapped helplessly by becoming engaged all the time by players at higher initiatives. To alleviate this problem, consider any players who attacked in the previous turn to automatically roll a 1 on their initiative order. These players will also not be allowed to act until all other players who were defenders the previous round have become engaged.


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 instead, and have some unique rules.

Here is an example Navigation Phase. Let us assume there are four players involved: A Tyranid player (well call him Paul), an Ork player (Albert), and two Space Marine players (PT and Rob). The first step for the Navigation Phase is to determine initiative order. The default initiative order is Tyranids, Space Marines, then Orks. One by one each players rolls a die in this order to determine their initiative for this campaign turn. Paul rolls a 6 because he always seems to roll so damn well, and Albert rolls a 1. The two Space Marine players must roll off to decide who gets to set their initiative first, and Rob wins. Rob then rolls his die to set his initiative and gets a 3, and PT rolls a 4. The set initiative order is now Pauls Tyranids, Robs Space Marines (because his original roll placed him above PT), PTs Space Marines, then Alberts Orks. Paul declares an invasion against Albert because he has a grudge against him; Rob does not want to fight a fellow Space Marine and instead thinks that he might have an easier time denying two xenos another planet at once, so he uses his turn to join the fray on the planet where the Tyranids and Orks are fighting. PTs Space Marines see their brothers descending into a war zone and so they join the assault as well, allying with Robs army. The result of this chain of decisions is that in the War Phase there will be a three-way multiplayer battle, with three sides: the Tyranids, the Orks, and the Space Marines (as a team).


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 (including sharing the Force Organization Chart). 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 armor; 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 Uneasy Allies may attack each others models at will. 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?


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 free-for-all battle.


These engagements tend to be desperate and disastrous in terms of casualties and carnage; as three or even four separate forces take to the battlefield often their only goal is to dismantle each other. Because of this, in war zones you may do many things not normally permitted (such as call in reserves from your fleet, beyond the original point level of the battle). Do what you have to in order to survive! These scenarios are explained in more detail in the Scenarios section.
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In the War Phase you will fight one battle, known as a planetary war. This game uses our special campaign-driven Mission Generator, 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!
Original Artwork Copyright Games Workshop


Deciding Points Levels & Army Lists

Whenever a planetary war is about to begin, the invader always declares the points level he will use for his invading force, and then creates an army list to represent this force. This army list must be comprised only of units from his Warhost list. The defender must attempt to match this points level as close as he possibly can with his own forces, creating a similar defense force using his own Warhost units.


All missions played in a standard planetary campaign are created with the dynamic Mission Generator located on the page opposite. Using this simple system, players will spontaneously generate each battles objectives, conditions, special rules, and FOC restrictions. When it is time to play a mission in any standard planetary campaign, simply walk through the Mission Generator to determine each of the following. Deployment Type: Players will have their choice of several deployment types listed in this book. Scenario: This represents the unique rules which govern the mission of the models in the battle. This campaign contains 10 original battle scenarios to use in addition to the 3 found in the Warhammer 40,000 rulebook. Mission Special Rules: Each player may roll for and use one special rule as listed. There are many special rules used during the campaign to represent things that are beyond the scope of standard 40k gameplay. Rules for special deployments, terrain setup, suicide missions, and desperate units are among the many options! Force Organization: You have the option of using the same Force Organization Chart as a standard mission, or rolling for a special one within the Mission Generator. Keep in mind, each players FOC may be very different in the same battle. Battle Conclusion: In a standard 40k game, the battle ends on a roll at the end of turn 5 or 6. With our battle conclusion rules, there are alternative means of governing a battles close.


Included with the campaign are two special versions of the planetary war Stealth Strike and Apocalyptic War. These can be applied under different circumstances at the invading players discretion. These are discussed more under the Special Scenarios section on page 18 and page 19.

So...do I just re-invade my own planet?

You may notice that our system accounts primarily for invading forces, and that this means that once you lose a world, on subsequent turns, you may be re-invading your former home. From a story perspective this is a little awkward, so we recommend that players be imaginative when doing this. Perhaps you are not re-invading your own world, but rather, enacting an organized resistance to the players occupying your homeland, for example. For this reason we recommend this simple house rule: Each time a player acts as the invader, they must speak aloud a fluffy explanation for their actions. This is, of course, not necessary in the slightest. But it can be pretty entertaining, and is a fun way to keep your players riled up.
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This generator module is very straightforward. Both players roll off; the winner may choose a deployment type from those detailed in the Deployment Types section on page 10, or one of the standard deployments in the Warhammer 40,000 rulebook. Note that, unless otherwise noted in the deployment selected, all rules for stealing the initiative, outflanking, reserves, scouts and infiltrators are played as they are in any standard game.

There are two categories of scenario: Annihilate and Control. Amongst these two categories are several different and unique game types, some familiar to standard 40k gameplay and some developed just for this campaign. First, the invader decides whether the mission will be an Annihilate or Control scenario. Then roll again to see which scenario rule you will use from that category.

Original Artwork Copyright Games Workshop

Unlike a standard 40k game, many of your missions will see deviations in your force organization chart. Some battles may require your best and brightest, while others will need to be won by your ground pounders. Players may choose to use the standard force organization chart, or may roll a D6 and use one of the following ones:


1. Standard Objectives 2. Ground War 3. Bait and Switch 4. Critical Area 5. Rescue Mission 6. Dead or Alive


1. Standard Kill Points 2. War of Attrition 3. Assassination 4. Decimation 5. Titanic Clash 6. Hellstorm

1. Strike Force


All standard missions use the Favorable Position, Bombardment, Live to Fight Another Day and Survival of the Fittest special rules. In addition, each player may choose to add a single random rule to the game, rolled off for separately. Both players roll a D6 and apply the appropriate rule from the table below (Though note that these rolls are optional, and players may choose to simply not add a special rule if they want a more straightforward experience). There are also many situations that arise during a campaign where a player may be able to add multiple rules, but they are always selected on the table pertaining to their role in the battle.

0-2 HQ 1-6 Troops 1-3 Elites 1-3 Fast Attack 0-3 Hvy. Support

2. Raid Party

1-3 HQ 2-4 Troops 0-5 Elites 0-5 Fast Attack 0 Hvy. Support

3. Blitzkrieg

1-2 HQ 0-2 Troops 2-6 Elites 0-6 Fast Attack 0-1 Hvy. Support

4. Grunt Work

1-2 HQ 2-9 Troops 0-2 Elites 0-2 Fast Attack 0-2 Hvy. Support

5. Vanguard

1-3 HQ 0-4 Troops 2-6 Elites 0-2 Fast Attack 0-2 Hvy. Support

6. Defensive Line
0-1 HQ 0-6 Troops 0-1 Elites 0-1 Fast Attack 3-8 Hvy. Support

Battles can end under a variety of circumstances. Perhaps one army is morally defeated after seeing a vital position fall, or perhaps an invader has suffered more casualties than his planetary prize is worth. To simulate this, you may use normal game-ending conditions as found in the Warhammer 40,000 rulebook, or roll a D6 and randomly select one of Battle Ending rules listed below: 1. On Our Terms 2. To the Last Man 3. Not Without a Fight 4. Moral Victory 5. Last Stand 6. Turn the Tide
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1. 2. 3. 4.

Doctrine of Hate Desperate Ambush Darkest Before the Dawn 5. Suicide Mission 6. Reinforcements

1. 2. 3. 4. 5. 6.

Doctrine of Hate Desperate Entrenched Rugged Terrain Extreme Conditions Reinforcements

Attacker Edge: Attacker Deploys:

In There Is Only War, many missions may utilize odd deployments which differ heavily from those you are familiar with. On this page, we will detail some of these deployments so that players have a visual reference for them.
Defender Edge: Defender Deploys:

The invader has grinded its way through the defenders outer defenses and has captured you in a pincer attack. A war on two fronts is a difficult battle to win; the defender will have his work cut out, but fortunately the invaders are split up to even the odds.




Setup Split the battlefield into three sections by measuring 18 in from the short sides of the table. This will yield two small outer sections and one larger main section. Defender Chooses a long table edge and deploys his forces in the center section, anywhere. Invader Takes the opposite table edge and deploys as many of his forces as possible. Any units that may not be deployed arrive on the first turn via deep strike. Modified Reserves Only units that can outflank, deep strike, or arrive by other unique rules may be kept in reserves.


The invading force has pushed up and enclosed one vital wing of the defenders army. With an encapsulated formation and unique lines of retreat for the invader, this type of battlefield setup favors the kill box approach; will the defenders gunlines hold?

60 60 60


Setup Defender chooses a table edge first. Split the battlefield into three triangular sections by measuring from the corners of the defenders table edge to the center of the opposing edge (roughly 60). Defender Deploys his forces within the large inner triangle section. Invader The invaders will then deploy in the two outer triangles along the short table edges. These short table edges will serve as the table edge of the invader army.


Two colliding fronts make up this battlefield. With equal ground for bother attacker and defenders, this deployment type emphasizes mobility and range, as enemies deployed in the corner of the battlefield are no longer far away enough to ignore.

Setup Divide the table in half, corner to corner. Defender Deploys his forces within his side of the table. Invader Deploys his forces within his side of the table, more than 12 from the defenders models. Modified Initiative The invader may steal the initiative on a roll of 4+ instead of a 6+.


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Long-range fire and vehicles are key to success in a Long Road deployment type. Infantry will surely be blasted to nothingness if trying to approach on foot, and even if they arent destroyed outright, hoofing it to a distant objective is not an ideal plan by any means.

Setup Split the battlefield into two halves length-wise. Defender Chooses a short table edge and deploys his forces anywhere within his table half. Invader Takes the opposite table edge and deploys his forces, remaining 18 away from any enemy models. Modified Outflanking Any outflanking units appear on the long table edges instead of the short ones. Roll a D6 when outflanking: 1-2 = Deploy from the long edge closest to you 3-4 = Deploy from the long edge closest to your opponent 5-6 = You may choose either long table edge.




Enemy lines have collided together in the epicenter of the battlefield. Your men are engaged in bloody close quarters battle, but dont worry: behind, your rumbling machines of war have begun to arrive to punish your foes for their transgressions.

Setup Measure 9 out from the halfway line on both sides. Defender & Invader The defender chooses an edge, then MUST deploy one disembarked infantry unit in this center area (any dedicated transports may also be deployed nearby). The invader gets the opposing edge, then must do the same, remaining at least 3 away. Continue until all infantry are placed or there is no longer room to deploy. Then each player in turn places the rest of his force within 30 of his edge all at once. Modified Reserves Only units that can outflank, deep strike, or arrive by other unique rules may be kept in reserves. First Turn All units count as having defensive grenades, and in assaults, vehicles are hit on a roll of 6+. In addition, all infantry have a 5+ cover save...due to dust and carnage!



Surrounded on all sides and facing obliteration, the defenders must brace themselves for the brunt of a massive push by the invading force. Will their defensive lines hold, or will they be consumed and scattered to the four winds?

Setup Measure 24 out from the center of the table. Defender MUST deploy as much of his force in this area as possible. He then chooses a table edge. Invader MUST deploy his whole army, anywhere else on the table, but must remain more than 18 away from the defenders models. He gets assigned the opposite table edge. Modified Reserves Any forces that cannot be deployed arrive via reserves automatically on turn 1. Otherwise, only units that can outflank, deep strike, or arrive by other unique rules may be kept in reserves.



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A standard game of 40k is a competition and is meant to have some type of balance to it. In THERE IS ONLY WAR, we have included a variety of special rules to simulate the more unique nature of a full-scale war. Some are always in effect while others are dynamic, but they are all listed here with their descriptions and effects. Note that you may choose to not use any of these rules in your missions. They are simply here to enhance the narrative aspect of your battles. Also take note that unless players agree otherwise, rules with an (*) are always in play.

Each battle may end in a variety of different ways. The different types of battle conclusions are outlined below:

At the end of turn 5, the losing player decides if the game continues or not. The same is true of turn 6.


Some mission special rules may only apply to one of the armies on the battlefield, while others are universal. These mission special rules are those that may be applied to both armies.

Count your models at the end of turn 5. The player with the fewest remaining decides if the battle continues or not. The same method is used on turn 6. The game always ends on turn 7.


In standard 40k games, attrition is not always a problem; after all, the next time you do battle, those same models will take to the table regardless of their fate beforehand. In There Is Only War, however, each unit is a part of your campaign force; losing them can be costly to your future endeavors. For this reason, one unit per turn may choose to fall back automatically during the shooting phase in lieu of any other actions. When a unit attempts to flee this way, it falls back just as if it had failed a morale check. This unit, however, does not ever regroup under any circumstances; it continues to run until it reaches the board edge and leaves the table. Assuming it is in good condition and has only lost a few men, your unit will live to fight another day. Sometimes, however, the long trip to safety might see them take a few more casualties... turn your back to the enemy at your own risk!


The game is played normally, with players rolling a 3+ to continue to turn 6 and a 4+ for turn 7. Just before the close of the game, the player who is losing gets a free shooting phase, in which he may act as he does in any normal shooting phase (including running).


Both players roll off at the end of turn 5. The winner chooses if the game continues or not. The same method is used at the end of turn 6 and 7. The game always ends on turn 8.


The game does not end until the enemy army has lost all of its models or surrendered.


In all missions, any units that are destroyed may be removed from the campaign entirely. If a unit is destroyed via sweeping advance or is otherwise wiped from the table, then this unit is removed from that players warhost list, never to return. The same is true of vehicles that suffer Destroyed or Explodes results on the damage chart. Units under half strength that flee the table or are falling back at the close of a battle suffer this fate as well. However, units that flee at above half strength will survive, and are not removed. Similarly, veteran units and HQ units may only ever be removed from a warhost list after a roll of 4+. Note that dedicated transports below AV14 are not subject to this rule, and share the fate of their parent units instead in all cases; however any AV14 vehicles, dedicated or not, are always subject to this rule.


At the end of turn 5, the player who lost the last unit decides if the game will go on. The same method is used at the end of turn 6. The game always ends on turn 7.


Your armys forces have been conditioned with a rigorous indoctrination campaign that has led them to harbor a nearly blind hatred for the enemy. Your entire army gains the Stubborn rule.


If an army has the Reinforcements rule, you may choose to try and bring in one unit from your campaign army list to the battlefield, rolling for reserves as normal. On turn 5, reinforcements do not automatically arrive, but must be rolled for on a 2+. This continues for all subsequent game turns, but if a reinforcements unit arrives later than turn 5, it may assault after deep striking and gains the Desperate rule.
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Forces that are desperate know that the battle is nearing a hopeless point. Only through sheer willpower and determination can they still win the day. Remove 3D6 models from across your entire army after it has deployed. Afterward, roll a leadership test for each unit that took casualties, modifying the test by how many models were lost. Any units that pass this modified leadership test gain the following effects: May add +1 to move and assault distances. Gains the Rending rule in close combat. If the unit is infantry and hasnt moved, any to hit rolls of 6 made in the shooting phase are headshots, and automatically inflict an AP2 wound.



The invading player may choose to bombard the defenders just prior to deploying his troops. Bombardments have multiple types and are limited by race; their effects are described in more detail in their own section later. Players with this rule may fire one bombardment for every 500 points in the battle. They cannot target individual units however, because the fleet is too busy defending itself to calculate such precise trajectories. Instead, the terrain features of the battlefield below are targeted, as the fleet hopes to decimate enemy holdings to make the ground war less arduous for its troops. After the defenders have deployed on the tabletop, but before the attackers have deployed, place a suitable marker (such as a die) on a point located on a piece of area terrain and declare which type of bombardment you are firing. The bombardment marker then scatters 2D6. Note that this marker always scatters; if a direct hit result is rolled, you may choose the direction the shot scatters and how far it goes, up to the full distance rolled. Once you have determined the final position of the marker, measure D3+2 from it and apply the bombardments effects as described on page 14.


Not all armies approach battle blazing from the skies. If an army has the Ambush special rule during a mission, it deploys all of its units as though they are infiltrators, and any models not deployed arrive via deep strike automatically on turn 1.


The attackers strike in the early hours of the morning, still under the cover of darkness. All invading forces gain the Scouts rule as they sneak forward in the darkness. In addition, roll a D6 each turn; if the result is anything but a 6, the Night Fighting rule is in effect.


These special rules may only apply to a defending army and cant be used by player armies that are performing an invasion.

Sometimes the best way to get a job done is to send men to their imminent deaths to do it. It is a duty no commander takes lightly, as every life lost is critical to continuing the greater system war. Knowing that they are destined to die, these warriors will abuse their bodies to the limit in order to accomplish their task, heedless of their own pain whilst secure in the knowledge that they will rest once the job is done. Choose up to D3 infantry units that you have deployed. They gain the following effects: Gain +1 to their Toughness and Weapon Skill characteristic. Gain the Fleet, Preferred Enemy and Fearless rules. Always count as destroyed at the end of the mission, no matter what happens.


When setting up the tables terrain, the defender chooses all pieces used and also decides their starting positions. In addition, he may add +1 to the cover save of any single area terrain piece as his forces reinforce it to resist an assault. After this is done, the invader rolls 3D6 scatter for each terrain piece and moves them accordingly. If a direct hit is rolled, the invader can choose which direction to move the piece (though it must still be moved only the 3D6 rolled). Note that terrain pieces always stop short of any board edge or when contacting another piece of terrain. In addition to this, the defender may also choose one bonus to be in effect from the planet type of the world he is defending. See page 15 for a listing of planet type bonuses.


Entrenched armies have prepared the field of battle to resist the enemy advance at all costs, digging trenches, laying razorwire, and planting las-traps. An army with the Entrenched rule gains a 5+ cover save from any attacks coming from outside the area of their deployment zone (though attacks within this boundary are resolved as normal).


The path to the battlefield is too dangerous and supplies are too thin for your troops to utilize any armor on this particular front. All non-walker vehicles always move as if in dangerous terrain during this mission.


You must press on to a vital objective but it seems even mother nature seeks to halt your advance with a terrible and violent storm that is severely hindering your troops. All models subtract 6 from their weapon range, and must move 1 less than they normally can due to the harsh climate and conditions.


Original Artwork Copyright Games Workshop

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When using the Bombardment rule, there are 5 general bombardment types which are designed to represent the various means of war that the races of the 41st millennium might utilize. These types may be as simple as hurling debris from the upper atmosphere, or as intricate as a specialized electro-magnetic pulse bomb, and represent a broad array of the possibilities in the 40k universe.
Impact bombardments are large shells, shards of debris, or explosive ordnance. These blasts damage area terrain, lowering any affected pieces cover save by 1 when struck. When landing in the open, place an appropriately-sized crater where the impact bombardment has struck. If any defending models are struck by this blast, they immediately take a Strength 6 AP- hit as they are struck by debris and concussive force.


Incendiary bombardments are meant to lay fiery waste to the landscape rather than pulverize it. Designed to spread flame and carnage amongst the battlefield, incendiary bombardments set any affected area terrain on fire. Roll a D6 for each piece of area terrain the blast radius touches; on a 4+ it is considered on fire; otherwise it is smoldering. See the sidebar for details on smoldering and burning terrain. If any defending models are struck by this blast, they immediately take a Strength 5 AP4 hit as they are doused in flame. When landing in the open, roll a D6: on a roll of 6, the area of the blast has become alight with flame, becoming its own impassable burning terrain.


Seismic weapons are designed to rend the very crust of the worlds they are fired at, ignoring enemy buildings and instead obliterating the fragile ground upon which they stand. Models occupying any terrain piece that is within the blast radius of a seismic barrage must immediately take a pinning test with a -2 leadership modifier. If the terrain piece hit is a ruin, any models on the upper floors must take immediate dangerous terrain tests as their perch buckles and partially caves in. When landing in the open, place an appropriately-sized crater where the seismic bombardment has struck.


Biological bombardments are diabolical attempts to poison the foe, rendering his defenses moot. Terrain is not affected, but any models within the blast radius must take a Toughness test if they have a 4+ or worse armor save. If the models fail this Toughness test, they take a wound with no saves of any kind possible.


Though you may drop one bombardment attack per 500 points as described in the Bombardment special rule, not every race in the 40k universe has access to all of these types of weapons. As such, the bombardments available to you are limited by your race. Be sure to consult the table below so you can see which bombardment attacks your race may use.
Race Chaos Daemons Dark Eldar Eldar Imperial Guard Inquisition Necrons Orks Space Marines Tau Tyranids Impact Incendiary Seismic Biological Disruptive Yes Yes Yes Yes No No Yes No Yes No No Yes No Yes Yes Yes No No No Yes Yes No Yes No No Yes Yes Yes Yes No No No Yes Yes Yes Yes No Yes No No Yes Yes Yes No No No No Yes Yes Yes No No Yes Yes No


Disruptive bombardments include electromagnetic pulses, radiation waves, and other methods to damage enemy equipment. Terrain is not affected, but any models within the blast radius suffer disorienting effects due to their equipment failing. Models with a 3+ or better armor save move as though they are in difficult terrain, and must use night-fighting rules for the first two turns of the battle. Additionally, any twin-linked weapons within the blast radius are no longer twin-linked for this battle. Vehicles caught in the blast may only move at cruising speed for the first turn.


Special Terrain Types

On Fire: Terrain that is on fire blocks all line of sight drawn over or through it (but not into it). Units within this terrain must immediately make a run move toward the edge of the piece once it is ablaze, but the terrain now counts as dangerous. Afterward, units outside the piece treat its edges as impassable for models with a 4+ or worse save; dangerous for models with a 3+ save; and simply difficult for models with a 2+ save. Units within terrain on fire still get a cover save, but must re-roll successes due to the dangerous nature of the situation. Smoldering: When a player shoots through or over smoldering terrain, consider the night fighting rules in effect for the firers.

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In the campaigns earlier pages, you assigned a planet type to each world. When fighting a battle, these planet types will come into play via the Favorable Position special rule, which stipulates that the defender may choose one planet type bonus on a given planet whilst defending there. Those bonuses are described here.


Well-Defended worlds have the means to move and protect troops. Units are not easily killed on a well-defended world, as they are often able to be removed from battle or taken for medical attention. These worlds are difficult to take for obvious reasons! Medical Evac: Each time you lose a non-vehicle unit, roll a D6. On a 4+, the unit has been rescued, and is not removed from your Warhost. Trench Network: You may choose to additionally use the Entrenched mission special rule for the battle. Tough Approach: You may choose to additionally use the Rugged Terrain mission special rule for the battle.


Production Center worlds are critical to keeping the supply of armor strong on the front lines for your forces. Responsible for building any mechanized armament or equipment, these planets are invaluable in times of war. Salvage: Each time you lose a vehicle unit, roll a D6. On a 4+, the unit has been salvaged, and is not removed from your Warhost. Added Support: During this battle, add +1 Heavy Support slots to your active Force Organization Chart. Ace Crew: One of your vehicles may gain a temporary veteran ability for the duration of the mission.


Deadly worlds that are so full of hostile life that colonization and civilization are nearly impossible: this is what a Death World is. Still, sometimes these planets necessitate a military presence despite their volatile, inhospitable environments. Cautious Advance: For the first 3 turns of the battle, the invading army reduces all movement and weapon ranges by 1 as they move extra carefully. Hostile Environment: Any model touching area terrain must pass a toughness test or suffer a wound. All such terrain pieces grant +1 to cover. Storm Systems: For the first turn, the invaders cut all weapon ranges in half. The defenders are not subject to this because theyre used to the storms!


Military Strongholds are powerful fortified areas where troops are massed and molded into the warriors you face in battle. These worlds are notoriously difficult to take and overflowing with enemy presence. Call For Aid: You gain the Reinforcements mission special rule, and may use it up to three times during the battle. Master Strategy: When rolling for reserves, you may decide to automatically pass your reserve roll for any unit. Sensor Blockade: You may choose to make the invader re-roll the scatter on any of his bombardment attacks.


Critical Locations are worlds of great importance, such as ports or political powerhouses within the system. They are vital; a system full of rebellious citizens is not something any general wants to face. Furious Defense: Defender units within 3 of any objective gain the effects of Furious Charge when assaulted. Vital Locations: At the end of the game, any defender-held objective counts twice for victory purposes on a roll of 5+. Controlled Environment: You may choose any one of the Control missions to be used during battles on this planet.

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Control scenarios are missions designed around objectives. These are not always static objectives, and are not always represented as they are in standard 40k games, but the rules for each are very similar in nature.
In a battle, there are many critical goals that each side may have. One of the most important is securing vital points of the battlefield itself, so that an armys forces can use these superior positions for current and future defense. However any decent tactician will know and desire these same critical positions in any given warzone... Scoring Units Any unit, except for those that are spawned during the battle itself. Objectives Both players secretly chooses 2 pieces of terrain and write them down on a piece of paper. These are the objectives. Victory At the end of the game, both players reveal which terrain pieces they have chosen. Each player gains an objective point for each unit they have within 3 of the terrain objectives. The player with the most objective points wins. A VIP with highly sought after information is being escorted by the defenders to safety. They will use this targets secrets to wage war on their enemies. The only way to prevent this is to go in and rescue the target before it is too late! Scoring Units Any infantry unit. Objectives The defender places one of the invaders extra models onto the table as an additional independent character during deployment. This character is the objective, and may not fight or be harmed in any way. Whenever the unit with this objective character loses an assault, he becomes attached to the winning unit. (Note: If the model is alone, it moves by scattering 1D6 each movement phase). Victory The winner is the player who has the prisoner attached to his units at the end of the game. If the prisoner model is not attached to any unit at the close of the battle, then consider the player with a model closest to him to be the victor.



The defender has fed false intelligence to the attackers, indicating that they possess X amount of vital objectives. In reality, it is a trap; unfortunately, the invaders know this, and have laid their own similar trap in response... Scoring Units Any infantry unit, except for those that are spawned during the battle itself. Units in transports cannot capture these objectives. Objectives The defender places 3 objective markers; one in the center of the table, and two others 12 from two opposing table corners. Both players then secretly select one of the objectives and write it down. These objectives have been rigged to blow! Victory At the end of the game, both players reveal which objectives they selected. These objectives explode, inflicting an automatic wound with no saves possible on all models within 6, and destroying the objective. The winner is the player with the most scoring units within 3 of the remaining objectives (and yes, if both players choose the same objective, it explodes twice!).


Chaos reigns supreme on the battlefield, and sometimes innocents are caught in the middle. Unfortunately, not all of these innocents are expendable. These workers caught in the carnage of the invaders attack are your most well-trusted militant suppliers; if the enemy can capture them, they could extrapolate any number of critical secrets about your force. You must protect them and keep them out of enemy hands, lest your military secrets be known to the foe. Scoring Units Any infantry unit. Objectives Deep strike 2D6 individual infantry models onto the board before the start of the first turn. It does not matter what models they are, as long as they are infantry. These models represent objective markers, and are captured as any standard objectives are. These objective characters move at the start of each players movement phase, rolling D6 scatter for each one. Victory The winner is the player who has captured the most objective characters at the close of the game.


Most times, the epicenter of a battlefield is a no-mans-land of ruined bodies and burning vehicle husks. However, there are times when this central area is of tactical important, and the opposing forces make daring pushes towards it with their best and brightest. Securing this area means securing certain victory and for this reason, many commanders choose to assault this dangerous area personally. Scoring Units Any HQ model, Independent Character, or Monstrous Creature. Objectives Place one objective in the center of the table. Victory The winner is the player who has the most scoring units within 3 of the objective.
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Original Artwork Copyright Games Workshop

Annihilate scenarios are missions crafted around the goal of laying waste to your opponents forces. While seemingly simple, there are myriad ways in which you can go about dismantling your enemys army. There are 5 types of Annihilate scenarios, explained here in full.
War is ugly. Sometimes it is made even uglier by the fact that a battle may have no goal other than the destruction of the enemy. Even worse is when a battle deprecates into a war of attrition a bloody affair where there is no retreat or surrender, and survival is the only option of an engaged military force. Targets Any unit, except for those that are spawned during the battle itself. Victory At the close of the battle, count the targets left alive (including transports, but not including spawned units, as they are considered expendable). The player with the most target units left alive at the close of the battle is the winner. Few blows are as telling to a military warhost than to have its most respected and feared leaders destroyed before the mens very eyes. In these battles, the greater fight is merely a distraction, whilst troops with a more purposeful intent press on the highest-ranking enemies. Targets The defenders HQ character models. Victory The invader wins if he can assassinate more than 50% of the defenders HQ characters. Otherwise, the defender wins the battle. Special Rule: Symbol of Leadership The defenders HQ models are known as great heroes to the defenders army. All defender HQ units are considered to have an additional wound for this mission.



Every army has units that excel at their tasks and are devoted to their particular craft of war. These units are exceedingly tempting targets for an enemy, as destroying them often slows down an enemy armys infrastructure, heavily hindering his ability to mount any type of potent offense. Targets Each player selects 5 of his own units on the battlefield secretly while deploying his forces. These units are the targets; write them down secretly. Victory At the end of the battle, reveal your secret list of target units to your opponent. Whichever player has killed more targets is the victor.


Heroes amongst the enemy army have led charges that have cut a bloody swath through your men. It seems the rank and file cannot withstand this irresistible force. It seems that only a warrior of equal caliber will be able to dispatch these paragons of war, so your mightiest leaders must personally see to the destruction of these heroes and the demoralization of the enemy army. Targets Any HQ model. Victory The first player to lose all of his HQ models loses. Special Rule: Worthy Opponents The leaders of these armies are among the most powerful of their kind, and only another warrior of such a caliber can truly defeat them. An HQ unit cannot lose its last wound unless it is inflicted by an opposing HQ unit.


Original Artwork Copyright Games Workshop

In some battles the destruction caused is secondary to the defeat of your enemy. To this end there are some battles where the opposing forces will use their air superiority to try and raze the enemy holdings to the ground, even as their own men are caught underfoot. As invaders rain destruction down, so too do the defenders have fleets in position, ready to return the favor onto the attacking ground forces. Targets Any unit. Each is worth 1 kill point. Victory This is a standard kill point mission. The player with the most kill points at the end of the game wins. Special Rule: Obliterate Them! Each turn, all players may fire one bombardment onto the field at the start of their shooting phase. This bombardments blast radius is always its maximum size.
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Sometimes, a full-scale planetary invasion is too costly an action. Perhaps the enemy has powerful defenses, or your army lacks the intel needed to truly know if you can win once on the ground. For these occasions, commanders may utilize an Infiltration campaign, where a handful of warriors sneak into the enemy holdings and enable the invading forces to press their attack more effectively.

Your troops have snuck into position around a critical enemy outpost. They prepare to move, breaking all protocols and procedures to focus on the task at hand: disabling the enemys communications and sensors, so that the invading forces may strike without warning.
You may choose to attempt a Stealth Strike just before a standard planetary war. Stealth Strikes are missions in which a handful of troops try to degrade the planets defenses prior to your invasion. These missions are small scale and may

Search and Destroy: The defenders models know that their perimeter has been breached, but have not yet found the enemies in their midst. To represent this, they always resolve any movement according to a roll of the scatter die, carefully combing the area until the alarm is raised. What was that?: Until the alarm is raised, all defender units must pass an initiative test to fire their weapons, as they are unsure the enemy is even there. Enemies fired at in this manner receive a 3+ cover save. Sneak Attack: If the invader should assault a defending model before the alarm has gone off, he has caught the enemy by surprise; consider the defender model(s) being assaulted to have an initiative of 0. Note that defenders locked in assault cannot sound the alarm until they break away from the combat. Sound the Alarm!: If a defender model is within 6 of an enemy during the defender turn, they may sound the alarm. Once the alarm is sounded, the What Was That?, Sneak Attack, and Search and Destroy rules are no longer in play. The alarm is also sounded automatically if the invaders fire a weapon of any kind other than a sniper rifle. Scramble!: Once the alarm has gone off, the defenders immediately gain the scramble rule. They always run a full 6.

This mission is played at 500 points maximum, and can only be attempted on worlds that are not Well-Defended or Military Strongholds. Place a large terrain piece representing a communications array in the center of the table. Then deploy using the Last Stand deployment, with the defenders deploying first.

Force Organization

This mission does not allow the use of any vehicles or any forces in reserve, and uses the following Force Organization Chart: 0 HQ, 0-4 Troops, 0-1 Elites, 0-1 Fast Attack, 0 Heavy Support.

Mission Objective

The invaders must get into contact with the central building on the table before the end of turn 5. Otherwise, the defenders are victorious.

After this initial special mission, play will move on to a standard planetary war. If the invader wins, then they have successfully shut down all defenses protecting the planet and may invade at will. If the defender wins the initial mission, then his army has intercepted the attempted infiltration, then feigned the enemy missions success, luring the invaders into their trap. Either way, the penalty paid for the opponent is a harsh one. The winner of the initial Stealth Strike mission may choose all battle aspects from the Mission Generator for this planetary war. This is including ALL of the following aspects: Points level, Deployment Type, Force Organization Charts (for both players), Mission Special Rules (for both players), the Scenario played, and the Battle Conclusion used.

Breaking Protocol: All models involved in this mission count as an individual and unique unit. These individuals are all considered independent characters and may mix ranks with one another as they see fit; this is no time for being a stickler for protocol! In assault, consider these models to form a unit as normal, instead of making each count as a separate unit like a standard independent character. Geared for Stealth: Some units excel at stealth more than others. Any models equipped with a 4+ or worse armor save will automatically move the full distance when moving through cover or running. In addition, they receive the Stealth universal rule as long as the alarm hasnt been raised.
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There are foes which cannot be reasoned with or struck down by mere strategy. Some of the enemies you will face will be too powerful, numerous, or implacable to be defeated by such means. In cases such as this, planetary warfare can degenerate into a horrific affair, as thousands of warriors rage across the surface of a shattering world, intent on doing nothing but obliterating one another even if it costs the prize beneath their feet.

After days of fighting, both sides have come to a head in the battle. Fueled only by blind rage as the blood-soaked gore of the warzone engulfs them, these warriors have only one goal: to obliterate all enemy life, by any means necessary.
Any battle at 2500 points or more can be declared an Apocalyptic War by the invaders (though these missions are often as deadly to the attacker as they are to the defender!). These missions are so destructive that the forces involved can actually choose to flat-out abandon the world to avoid this costly engagement!

The Apocalyptic War mission always uses the Long Road deployment type, and has no Scenario. Otherwise, use the Mission Generator as normal.

Force Organization

This mission uses no Force Organization Chart. You may use any units you deem fit for the task at hand.

Mission Objective

This mission uses no objectives or rules for victory. The only way to decisively win is by eliminating your opponent from the table. Otherwise, there is no winner...only the man who lost the least amount of troops during the battle.

Favorable Position, Bombardment, Survival of the Fittest, Live to Fight Another Day. There Is Only War: For the warriors on an apocalyptic campaigns battlefield, there is no longer any coherent goal or mission. They have been consumed in endless bloody warfare for so long that there are only two things left self preservation, and the destruction of the foe. All failed rolls to hit, to wound, to penetrate vehicle armor, and resolve vehicle damages may be re-rolled. In addition, both players must re-roll successful saves of any kind. Battle-Hardened: Each player may choose D3 units to be BattleHardened at the start of the game. These are warriors who have been on this horrid battlefield for so long that nothing they see shocks them anymore. Battle-Hardened units will be immune to the effects of the There Is Only War rule during the enemy turn (meaning the enemy cannot use the re-rolls conferred against such a unit, but that it can still use the re-rolls itself ). Cut Our Losses!: Either army may choose to abandon the world at the start of its turn. If you wish to do so, roll a D6; if you roll below the current turn number, your army abandons the world and the opposing team is the victor.

Original Artwork Copyright Games Workshop

Victory Conditions

There is really no victor in an Apocalyptic War only one army that is less destroyed than the other. Count the number of models left alive at the games close; whoever has more left is victorious.
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Use the points level declared by the original invader for all players. Roll for other setup as per the mission generator, always using the deployment shown here. The defender deploys first, then the first invader deploys next, with the added invader deploying last. All models must be more than 12 from any enemy models. This mission rolls for the scenario used as normal, but may only choose from the Control scenarios. In addition, no players may roll for a special rule during this battle.

When an extra player invades a world already under siege a variety of scenarios can play out. Below, we have detailed the special setups involved for battles which include multiple players.

Invader 4x2 Added Force 2x4 Defender 4x2

Special Rules

Favorable Position, Multiple Bombardments, Survival of the Fittest, Live to Fight Another Day.

Multiple Bombardments

Victory Conditions

The original invader will perform his bombardment, then deploy, followed by the next invaders bombardment and deployment, and so on.

The winner of this battle is the owner of the planet.

Use the points level declared by the original invader for all players. Roll for other setup as per the mission generator, always using the deployment shown here. The scenario is always War of Attrition in this mission. The defender deploys first, then the first invader deploys next, with the added invader deploying last. All models must be more than 12 from any enemy models. In addition, no players may roll for a special rule during this battle.
Player 1 (Defender)
No Mans Land: 12 from center

Player 2 (Org. Invader)

Player 3

Player 4

Special Rules

Favorable Position, Multiple Bombardments, Survival of the Fittest, Live to Fight Another Day.

Victory Conditions

The winner of the battle is the owner of the planet.


Who wins in a team battle?
After you tally the victory conditions for the battle and learn which team won, you must then tally the victory conditions separately for each team member on the winning team. The team member with the highest tally of victory conditions, whatever they may be, becomes the planet owner.

Alternate Turn Scheme

Uneasy Allies Am I a defender or attacker?

If all involved players agree, you may use an alternate turn scheme for free-for-all multiplayer battles that might speed things up. Using your current campaign initiative values, have each player perform their movements in one big movement phase. Then have each player perform their shooting in a similar fashion. Finally, perform all assaults at the same time in one large assault phase, again using campaign initiative to determine who gets to enact their charges first. This may or may not speed up your game, but it can certainly adds a lot of interesting tactical possibilities (and that 4th guy wont be bored to tears waiting for his turn!).

Whenever a player offers aid to another player, keep in mind that he always counts as an invader, even if he is joining forces with a defender.
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Units that perform well on the battlefield and survive to tell the tale will quickly become veteran fighters, gaining warfare prowess as they go above and beyond the call of duty in battle. These heroic units will forge legacies, becoming the epicenter of your forces, and will help to lead your troops to victory.
Recon Veteran
1. 2. 3. 4. 5. 6.

Infiltrate: Gain the Infiltrate rule. Move Through Cover + Skilled Rider: Gain both of these rules. Stealth: Gain the Stealth rule. Scouts: Gain the Scouts rule. Fleet: Gain the Fleet rule. Fearless: Gain the Fearless rule.

Vehicle Veteran
1. 2. Marksmanship: Gain +1 Ballistic Skill. Forward At All Costs: Ignore difficult and dangerous terrain, and may still move up to D6 after suffering an Immobilized result on the vehicle damage chart. Crush the Opposition: The vehicles Tank Shocks inflict a -2 Ld penalty, and its Rams gain +2 strength. Hardened Crew: Ignore shaken and stunned results. Gunnery Mastery: +D6 to one weapons range each shooting phase. Armor Plating: Gain +1 to a single armor facing, to a maximum of 14.

Any unit can become a veteran unit at any time during a battle. If a unit does any of the following things, they have a chance become a veteran unit. Perform a successful sweeping advance on the enemy Caused multiple enemy units to fall back from shooting attacks in the same battle Use shooting attacks to wipe out an enemy infantry unit that began the shooting phase at full strength Killed an enemy HQ character Destroyed another enemy veteran unit Roll a leadership test for the unit in question as soon as they fulfill one of the above criteria. If the unit passes, it may then roll a D6 on an appropriate veteran abilities table on this page, and immediately gains the effects granted by the ability rolled (Note: if you get an ability that does not confer a benefit to your unit, immediately add +1 or -1 to this roll to get a different one). Vehicle Veterans: Vehicles test differently for veteran status, due to not having a Leadership value. Roll D6+10 instead, and compare the value to the vehicles front armor. If the roll exceeds the vehicles front armor value, it may select a trait from the vehicle veteran section of the Veteran Abilities table. In addition, no dedicated transport can become a veteran vehicle unless it is AV14.

Melee Veteran
1. 2. 3. 4. 5. 6. Skilled Warrior: Gains +1 WS. Ever-Ready: Gain Counter-Attack. Swift: Gain Hit and Run. Hated Foe: Gain Preferred Enemy. Enraged: Gain Furious Charge. Merciless: -1 to enemys leadership during assaults.


4. 5. 6.

Gunnery Veteran
1. 2. 3. 4. 5. Marksmanship: Gains +1BS Steady: Gains Relentless. Anti-Armor: Gains Tank Hunters . Sharp Eyes: +D6 inches to weapon range each shooting phase. Special Weapons Specialists: Any special weapons in the unit are twin-linked. Heavy Weapons Specialists: Any heavy weapons in the unit are twin-linked.

HQ Character Veteran
1. Not Without My Men: In battles where this model is present, any unit that is destroyed within 12 of him may roll a D6; a 5+, the unit is not destroyed from the Warhost list as normal. 2-3. Symbol of Leadership: If killed, leader model remains in place as an objective afterward during objective missions. 4-5. Eternal Warrior: Gain the Eternal Warrior special rule. 6. Master of War: +1 to any single characteristic.


Monstrous Creature Veteran

1. Horrifying: Unit inflicts -1 Leadership to any enemies within 12. 2-3. Overpowering: Fearless units may still be victims of Sweeping Advance from this monstrous creature. 4-5. It Just Wont Die!: Gain +1 Wound. 6. Rampaging Monster: +D3 attacks on the charge.

Psyker Veteran
1. Warp Mastery: You are no longer subject to the Perils of the Warp. 2-3. Favored Tactics: May cast any single power, even psychic shooting attacks, twice. 4-5. In Tune With The Warp: May cast D3 powers per turn, rolled for at the start of each turn. 6. Alpha Psyker: All psychic shooting attacks gain +2 strength. Once per game in close combat, may pass a psychic test to gain +1 to every characteristic. Any doubles rolled cause a psychic storm around the psyker, and inflict a Strength 10 AP1 hit to any models in base contact with him.
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When a unit becomes a veteran unit you must mark it down on your Warhost summary. To do this, first consider the original version of the unit destroyed. Then you immediately gain a new unit on your warhost list with a unique name and its veteran ability denoted wherever you feel it is appropriate. This new unit is identical to its predecessor, but now permanently has its veteran ability and may always be deployed despite any special rules or FOC restrictions that might prevent it.


Veteran Skill Limits

Though the warriors in the 41st millennium are made of sterner stuff than any current soldier might be, they too have limits. Units that are already veterans or are dedicated transports may not gain veteran abilities.

As the War Phase comes to its close, players will find that the units sent out to battle have suffered grievous losses. Perhaps the victory you have won was too costly, or perhaps your defeat saw a stalwart defense that mauled the enemy in a vainglorious last stand. Regardless, though the Survival of the Fittest rule describes removing casualties from your warhost, there are some special exceptions to the process mainly for unique units and characters.
What Have They Done To Me!?: A special character that has suffered instant death in battle but has survived due to the Undying Legacy rule is forever changed by his devastating brush with death. Roll a D6 and apply the appropriate effect. 1. Facial Disfigurement: The character has been horribly mauled and their once-respected countenance is now a fearsome mask of gore. The character permanently receives -1 Leadership, but also inflicts a -1 Leadership penalty on opponents within 6 as they are awestruck by his deformity. Severed Arm: The character has lost a limb, shorn clean off from the powerful attack that laid him low. In its place is a bionic arm of the highest craftsmanship, though it is still unfamiliar to the character. The character permanently receives +1 Strength and -1 Initiative. Severed Leg: The character has lost a leg in battle, and has had it replaced with a mechanical counterpart. This unwieldy addition is difficult to use compared to a natural leg, but it grants considerable power to the characters headstrong charges. The character permanently receives -1 to all forms of movement, but gains the Furious Charge special rule. Heart Destroyed: A telling blow to the chest has damaged the characters heart (or hearts) to the point of uselessness. A mechanical aid has been implanted instead, pumping his blood and infusing it with vital medical chemicals to keep him alive. The device is extremely effective, but also highly fragile. The character may make a Toughness test at the start of any assault phase; if passed, he gains +2 Initiative for that phase. If failed, the character automatically loses a wound with no saves of any kind. Shattered Bones: The character has suffered a massive blunt trauma that has mercilessly destroyed parts of his skeleton. In place of the shattered bone fragments now lies a servo-skeleton, born unto the character through an incredibly painful transfusion procedure. The character receives +2 Toughness, but due to constant pain, also receives -1 Strength. Overkill: The character has suffered a massive volume of deadly injuries, his body riddled with ragged wounds. As a result the character has had to endure a gauntlet of surgeries and bio-mechanical implantations in order to survive these catastrophic injuries, and much of his body has been replaced or altered. The character permanently gains +1 Wound, and has the Eternal Warrior and Feel No Pain rules. In addition, this model no longer uses saves; instead, roll a Toughness test in place of a save each time the character takes a wound.

Special characters can be used in the campaign, but you may only have one of the character. But we must remember that a named character in Warhammer 40,000 means they are a mighty warrior unmatched in much of the galaxy; they should not be so easy to destroy as any mere mortals! Undying Legacy: Whenever a special character is destroyed or abandons the table during a battle, they are not instantly destroyed. Instead, roll a D6. If the model is a special character, then on a roll of 2 or better, he survives and is only temporarily injured. If the model is just an independent character, this roll requires a 4+ for success instead, as described in the Survival of the Fittest rule. 2.



Many special characters may be killed outright by the Instant Death! rule. Note that they still may use the Undying Legacy rule to survive this cataclysmic injury as normal. However, they will not be quite the same after such a devastating injury. Often these attacks may shear off a limb, destroy sensory perception, or otherwise cripple even the mightiest of warriors!



Original Artwork Copyright Games Workshop


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Once all planetary campaigns have been resolved in full, campaign play moves to the last and quickest phase: the Status phase. During this phase, players will tally their System Control score, and will attempt to replenish some of their forces using their planets production values.


Gaining System Control
Victory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2D6 System Control New Veteran Unit . . . . . . . . . . . . . . . . . . . . . . 1 System Control Multiplayer Victory . . . . . . . . . . . . . . . 1D6+3 System Control Enemy Veterans Destroyed . . . . . . . . . . . . . 1 System Control

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 Status phase. Note that in the case of any draws, the planet remains in control of the defender.

Losing System Control

Defeat . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2D6 System Control Veteran Unit Lost . . . . . . . . . . . . . . . . . . . . . 1 System Control Special Character Destroyed. . . . . . . . . . D3 System Control


After seizing ownership of your new conquests, you will proceed to tally your System Control. Think of System Control like a currency, which is used to rate how much power you have in the star system at any given time. It is applied to different types at the end of the game, but for now, all that matters is the amount you accumulate in your battles. This will be used at the close of the campaign to tally up a final score to help determine the winner of the whole war, so bear this in mind when weighing gains and losses!

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 unless it is specificially altered by your own tally in the Status Phase. 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.


The major portion of the Status phase revolves around checking your current total System Control. You may gain System Control in a variety of ways: Winning a World: Your victory has instilled fear in the hearts of foes throughout the system. Gain +2D6 System Control. Gaining a Veteran Unit: Your armys reputation for fierce battle prowess grows as stories of their feats become exaggerate amongst the people and troops of the enemy. Gain +1 System Control for each Veteran Unit gained this campaign turn. Winning a Multiplayer Scenario: Despite difficult odds your army has succeeded on multiple fronts. The enemies in the system begin to doubt that they can face you in a head-to-head battle. Gain +1D6+3 System Control. Destroying Veteran Units: Crushing the heroes of the foe under the heel of your boot has dealt a telling blow to enemy morale. +1 System Control for each Veteran Unit you destroyed.



Before moving on to the next campaign turn cycle, players may attempt to replenish their lost units by producing additional forces with their planets. During the Status Phase you may use a world to produce new units. Each world may generate +1 reserve count to be added to one of your current units. However, each planet may only produce certain types of units: Production Rate 1 Produces a 6+ Save Unit/AV10 vehicle Production Rate 2 Produces a 5+ Save Unit/AV11 vehicle Production Rate 3 Produces a 4+ Save Unit/AV12 vehicle Production Rate 4 Produces a 3+ Save Unit/AV13 vehicle Production Rate 5 Produces a 2+ Save Unit/AV14 vehicle Production Rate 6 Produces up to D3 units of any kind

You do not only gain System Control. It is a finite for gameplay purposes. As a result, when tallying your System Control earned in battle, you must include the following negatives: Losing a World: After being routed, your men begin to doubt your ability to lead. Lose 2D6 System Control. Losing a Veteran Unit: As your mightiest warriors fall in battle, the rank and file troops begin to wonder how they can hope to fill their heroes place. Lose 1 System Control for each Veteran Unit that was destroyed this campaign turn. Losing a Special Character: The most grievous blow a race can suffer is seeing one of its most inspiring heroes be destroyed once and for all. Lose D3 System Control for any named special characters that were destroyed this campaign turn.


Note that worlds may always generate units at production rates below their current level (e.g., a Production Rate 4 world could produce any single unit with a 3+, 4+, 5+, or 6+ save, OR a single vehicle unit with a front armor value of 13, 12, 11, or 10). Note that you cannot add reserve count to any HQ without rolling a 4+ first, and cannot add reserve count to special characters at all. These characters are unique and hard (or impossible!) to replace! Once all of this is resolved for all players, play continues into the next campaign turns Navigation phase. If this is the final campaign turn, however, then you will instead begin to tally your campaign scores and find out who is the victor!
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After a long and bloody war across many worlds, the gambit has reached its end and the opposing forces begin to withdraw from the ravaged system. Who is the last armada standing, and who controls this part of the galaxy now? All this is up to you to decide. Your armys System Control rating and the amount of planets you control are just some of the factors that will be carried into play to determine who has truly won the day.


Original Artwork Copyright Games Workshop

System Control is vital to winning the campaign. It is the measure for how powerful your Warhost has become over the course of the war. At the end of the final agreed-upon campaign turn, you will calculate your armys total System Control for the entire war.


This is a measure of your campaign forces military might, representing your brute force and your capacity to oust and overtake your enemies. Calculating Conquest: Total up your System Control from each previous campaign turn. This is your total Conquest rating.


You must see how much ground your army has gained. Being able to smash an enemy from a planet means nothing if your forces have not secured its most vital points! Calculating Holdings: For each critical objective on a world you control at the close of the campaign, you gain +1 System Control.


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. Losing all of your Campaign Army: If a player loses every unit in his campaign army list, than he has been eradicated from the system. This means that he may no longer participate in any gameplay and has been eliminated from the game. Surrender: If a player is feeling particularly cowardly and hasnt got the guts to stand his ground, he may simply surrender removing his army 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.

Add all of these System Control ratings together. 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.

Dont forget the most important rule!

Of course remember, System Control is just an abstraction, like all of the modules in THERE IS ONLY WAR. If you dont like this method of choosing a winner, feel free to set any criteria you like whoever has the most planets or critical objectives, for example, or whoever has the most points remaining in his force. Be creative, and do what your gaming group finds cool. Remember THERE IS ONLY WAR is just a framework!!
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Each army in the 40k universe has its own unique approach to war and conquest. To represent this more accurately, we have developed a set of special rules for this final section that are based entirely on the race-wide actions of each army. These rules are purely based in fluff and, like any module within this campaign, dont need to be utilized if both players agree to ignore such rules. However, we highly recommend keeping these in play to avoid strange matchups and oddities that contradict the expansive 40k storyline.


Endless, Bloody War
Chaos warriors of all types spend their lives day in and day out with combat. As they spill more blood, the fell powers show them more favor, ever growing. As such, a Chaos Space Marine is able to more easily develop veteran abilities than other models (after all, some of them have been alive and at war for 10,000 years!). Instead of needing to fulfill any criteria to become veterans, Chaos Space Marine players may simply elect a unit at the close of a battle to gain a veteran ability instead. This unit may re-roll on the selected veteran ability table as well.

Ascent to Power

It is the goal of every aspiring warrior of Chaos to ascend to daemonhood, but this is often a curse as much a blessing. Sometimes even those who have been already become daemons are chosen for a higher purpose among the favored... If over the course of the campaign any single Chaos Marine HQ model survives 3 or more instant death wounds, is involved in 3 or more sweeping advances, or kills 3 or more enemy HQs, it may ascend to full daemonhood. The model gains a permanent +2 to any three of its stats for the rest of the campaign, and becomes a Monstrous Creature. The Ascent to Power rule may only be used once per campaign.

The Dark Eldar do not inhabit planets; they are nomadic raiders who sweep in and take all that they desire without mercy or reprieve. As a result, they are seldom on the defensive, and are often striking enemies without warning. When playing as a defender, a Dark Eldar army may choose to switch deployment zones with the invaders (note however that the Dark Eldar still count as defenders).

Fear Made Manifest
Chaos Daemons have been known on occasion to appear in sudden, impossible masses without any warning. Such incursions are often fueled by a nearly accidental slashing wound to our physical reality, from which endless hordes of daemonic entities always pours. In any game where Chaos Daemons are invading or steal the initiative, immediately place D3 markers the size of a small blast and scatter them 3D6, stopping short at the edge of the table or any enemy model. These represent Warp Tears, rips in the fabric of our reality from which Daemons may pour unhindered. When deploying either wave of their forces, the Daemon player may enter from reserves as though these portals are part of his table edge instead of deep-striking. No monstrous creatures or vehicles may enter through the portals.

Eternal Servitude

The Dark Eldar are known for taking prisoners and enslaving the enemys men for their own ends. The production capacity of planets they capture means nothing to these cruel warriors, who instead take any survivors back to their far-off bases where they are put to work. Dark Eldar reinforce differently than other armies. For every enemy unit killed during a battle, a Dark Eldar player may gain +1 to any of his Warhosts reserve counts on a roll of 5+. If a Dark Eldar player destroys a unit via a successful sweeping advance, he automatically gains this bonus without having to roll for it.
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Original Artwork Copyright Games Workshop

Heed the Farseers
All Eldar are potent psykers, but chief amongst them are the Farseers, whose gifts allow them to visualize future chains of events that have yet to occur. Because of this the Eldar are masters of planning their battles in optimal ways. Whenever the Eldar are invading, they always may choose the deployment type and scenario type used for the mission. When defending, the Eldar army may declare up to 3 reserve units that may enter play whenever the Eldar player wishes, without a reserves roll needed.

Ghosts of the Old Galaxy
Necrons do not often invade a world; rather, they typically awaken from beneath the sands of worlds millions of years old that house their great tomb-constructs. When a Necron invasion occurs, it is often because the long-hidden forces of the Necrons have begun to rise from the very planet itself! When a Necron player is invading, he may choose to utilize the Ambush rule to deploy. In addition, Whenever a Necron army is about to phase out, it may choose whether or not this actually happens. If the army phases out then any Necron type units still on the table are not considered destroyed from their Warhost summary (even those laid on their side awaiting a Well Be Back! roll). If the army does not phase out, play continues as normal, but the army will lose any units that are destroyed as normal.

Platoon Reserves
The Imperial Guard often relies on superior numbers to win battles. As such many of its troops are considered expendable. Infantry Platoons are handled differently than other units in the game. Units purchased as part of an infantry platoon are listed as separate units (grouped together as defined in the earlier Warhost rules). At the start of a battle, the player may use these units by grouping them together into a platoon (with the normal restrictions/requirements specified by the Imperial Guard codex).

Of Rust and Ruin

Chain of Command

If the player no longer has any platoon command squads, they may still deploy platoon units as normal, but they suffer some restrictions. Platoons without command squads receive -1 leadership and will not follow any orders issued to them.

The Necrons do not require planets to sustain their existence, instead relying on their great stasis tombs to rebuild and repair them after each battle. This relies heavily on the Monolith, a black spire of destructive energy and unholy metals that houses the mysterious devices which keep Necrons in stasis between battles. The Necrons do not reinforce their Warhost forces via planets like other races do. Instead, the Necrons automatically replenish one unit in their Warhost whenever they use a Monolith in a battle. If the Monolith is destroyed during the battle, however, then no units may be reinforced. As long as the Necrons hold any planets, they may always add +1 reserve count to their Monolith units.

Battlefield Promotion

You may remove one Infantry Platoon reserve count from your Warhost and add it to a Platoon Command Squad instead.

The Orks are known predominantly for their horrific Waagh campaigns. An Ork Waagh is when a powerful ork rises to the fore and unites a great number of Orks under his cause all at once. These massive raiding forces seek only combat and conquest, and each victory hastens their bloodlust a thousand times over. If an Ork player wins a battle, for his next battle he does not have to obey any Force Organization Chart. Blunting a mounting Waagh! is a harsh blow to the Orks morale. Any time an Ork player loses a battle, during his next battle he automatically must subtract D3 from his distance when using the Waagh! rule.

Exterminatus Extremis In Gloriam Imperator
The Inquisition has the authority to condemn a planet to Exterminatus, an incredibly violent way of destroying all life on the surface of a planet. This attack is reserved for all but the most grim of scenarios, and most Inquisitors will use it only in the most sparing and desperate conditions. If an Inquisition player loses a battle, he may declare Exterminatus on the planet in question. All models that were deployed on the table for the mission (for both sides!) are instantly destroyed from both players Warhosts. The planets characteristics are all reduced to 0 for the rest of the campaign, and it may not produce units for any race under any circumstances. You may only enact Exterminatus twice during any given campaign.

Oy! Dats Mine, Ya Gits!!

It is not uncommon for the Orks to salvage enemy vehicles for their own use. Though they are often not quite as effective... Roll a D6 for any wrecked enemy vehicles that your Ork models are in contact with at the end of the battle. On a roll of 6+, the Ork player may add +1 reserve count to any Looted Wagons in their Warhost.

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Even In Death, I Still Serve
When a valued hero has fallen in battle and his body is damaged beyond repair, many Space Marine chapters will seek to entomb him in a stasis-driven sarcophagus. The purpose of the sarcophagus is to keep the mighty warriors remains alive and to act as a conduit so that he may be placed into a Dreadnought during times of war. Whenever a Space Marine HQ character is subject to the What Have They Done to Me?! rule, he may instead become a Dreadnought. This model has the standard Dreadnought profile, but gains the WS, BS, I and A values the character had when he was killed (note: this includes the bonus for dual close combat weapons). This new HQ Dreadnought costs the same as the character did before his death, and may choose any of the standard Dreadnought weapon options available for free. The Dreadnought keeps any special rules that he carried in life, and gains a 5+ invulnerable save. The Dreadnought is immune to crew shaken and stunned results on the vehicle damage chart. If the model that has become a Dreadnought was a special character, he is treated as a Venerable Dreadnought in all respects during gameplay.

Strategic Planning
The Tau are not the most fierce army in the galaxy. What they lack in pure capacity for bloodshed, they make up for with clever and well-laid planning to maximize the effectiveness of their attacks. The Tau may add +1 or -1 to their rolls when determining a custom Force Organization Chart for a battle.

Technological Advancement

The Tau possess superior warfare technology despite their relative youth in the galaxy, and as such they are often severely underestimated. Their advancements and avid use of high tech computer systems in their weaponry and vehicles makes them a deadly enemy on any battlefield. A Tau armys dedicated transports may become veteran units and gain veteran abilities, even though this is normally not permitted. The transport remains attached to its parent unit, but gains abilities as though it is any other offensive vehicle. If the transport is destroyed, the vehicle is not removed from your Warhost as normal, but all veteran abilities it held prior to destruction are lost.

Without Number
The Tyranids do not require anything to replenish their troops but biomass. Unfortunately the collection process often destroys anything biological on a given worlds surface. It is for this reason that behind every powerful Tyranid Hive Fleet there are worlds rendered as lifeless husks in their wake. Tyranids do not use Production Rates. Instead they automatically generate D3+1 reserve count for any basic units, or +1 reserve count for Monstrous Creature units, per each planet they control. Each time they do this, the planets production rate lowers by 1. If this value reaches 0, the Tyranids can no longer spawn there.

Familiar Foe

Original Artwork Copyright Games Workshop

It is believed that when a Hive Fleet respawns a Hive Tyrant, these creatures are often unique and individualized relative to other large creatures in the Tyranid swarms. Their unique battlefield experience leads the Hive Mind to choose to rebirth them in exactly the same manner retaining all of their learned knowledge and skills. Any Hive Tyrant (including the Swarmlord) that is lost from your Warhost may be returned to your roster via the Without Number rule. If this happens, the Hive Tyrant gains an automatic veteran ability of its choosing, as it has learned a great deal about its enemies...

"What we were, you are. What we are, you will become."

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SYSTEM LOCATION Each player generates D3 planets. Then roll a D6 to determine the system location. 1-3: Imperial Space: Grants +1 planet for any Imperial players 4-6: Hostile Space: Grants +1 planet for any nonImperial players SURVEYING THE PLANETS Production Rate: Roll a D6. Planet Type: Roll a D6... 1. Well-Defended 2. Production Center 3. Death World

NAVIGATION PHASE Fleet Movement Invasions begin Forces become engaged Engaged races go into high alert WAR PHASE Engaged players generate missions Missions are played Winners take planets STATUS PHASE Planets produce campaign reinforcements System Control tallied

4. Military Stronghold 5. Critical Location

HOW TO GAIN VETERAN ABILITIES Take a Leadership test for any unit that does one of the following during a battle:

Performed a successful sweeping advance Caused multiple fall backs during a game Wiped an infantry unit at full strength with shooting Killed an enemy HQ character Killed an enemy Veteran unit


WELL-DEFENDED Medical Evac: Each time you lose a non-vehicle unit, roll a D6. On a 4+, the unit has been rescued, and is not removed from your Warhost. Trench Network: You may choose to additionally use the Entrenched mission special rule for the battle. Tough Approach: You may choose to additionally use the Rugged Terrain mission special rule for the battle. PRODUCTION CENTER Salvage: Each time you lose a vehicle unit, roll a D6. On a 4+, the unit has been salvaged, and is not removed from your Warhost. Added Support: Add +1 Heavy Support slots to your active FOC Ace Crew: One of your vehicles may gain a temporary veteran ability for the duration of the mission. MILITARY STRONGHOLD Call For Aid: You gain the Reinforcements mission special rule, and may use it up to three times during the battle. Master Strategy: When rolling reserves, you may automatically pass your reserve roll for any unit. Sensor Blockade: You may choose to make the invader re-roll the scatter on any of his bombardment attacks. CRITICAL LOCATION Furious Defense: Defender units within 3 of any objective gain the effects of Furious Charge when assaulted. Vital Locations: At the end of the game, any defender-held objective counts twice for victory on a roll of 5+. Controlled Environment: You may choose any one of the Control missions to be used during this game.

DEATH WORLD Cautious Advance: For the first 3 turns of the battle, the invading army reduces all movement and weapon ranges by 1 as they move extra carefully. Hostile Environment: Any model touching area terrain must pass a toughness test or suffer a wound. All such terrain pieces grant +1 to cover. Storm Systems: For the first turn, the invaders cut all weapon ranges in half. The defenders are not subject to this because theyre used to the storms!

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DETERMINE INITIATIVE ORDER At the start of each Navigation Phase, Players roll a D6 in initiative order... On a roll of 1: Player moves to bottom of the list On a roll of 6: Player moves to top of the list Players who invaded last turn always go after all other players


RESOLVE INVASIONS Generate a mission Play the mission according to the generated rules The winner of the mission has seized the planet. GENERATING A MISSION Deployment Type: Roll off. The winner may choose a deployment type. Scenario: The invader chooses either Annihilate or Control. Then the defender rolls for the mission in the appropriate table. Mission Special Rules: Each player may roll for a special rule. The following rules are considered always in play except during special campaigns: Favorable Position, Bombardment, Live to Fight Another Day, and Survival of the Fittest Force Organization: Players may choose the standard Force Organization Chart or can roll a D6 and select one as described on page 9. Battle Conclusion: Roll a D6 and consult the table on page 9 to choose a Battle Conclusion rule. RACIAL BOMBARDMENT Impact Incendiary Seismic Biological Disruptive Yes Yes Yes Yes No No Yes No Yes No No Yes No Yes Yes Yes No No No Yes Yes No Yes No No Yes Yes Yes Yes No No No Yes Yes Yes Yes No Yes No No Yes Yes Yes No No No No Yes Yes Yes No No Yes Yes No

DEFAULT INITIATIVE 1. Dark Eldar 2. Eldar 3. Daemons 4. Tyranids 5. Inquisition

6. Chaos Space Marines 7. Space Marines 8. Imperial Guard 9. Tau 10. Orks 11. Necrons

DECLARE INVASIONS Players move their fleets by declaring destinations in the new initiative order. You automatically declare an invasion against that world. The invader declares a points level for the invasion. The defender must try to meet this points level as closely as is possible for his Warhost. The defenders other worlds go onto High Alert and may not be invaded. Both players become engaged. Repeat until all players have become engaged with one another.


PLANETARY OWNERSHIP CHANGES The winners of the battles in the War Phase gain control of the planets they won. Any draw means the defender keeps the planet. SYSTEM CONTROL TALLIED Add up each players total System Control: Planet Taken +2D6 New Veteran Unit +1 Multiplayer Win +D6+3 Enemy Veterans Destroyed +1 Planet Taken Veteran Unit Lost Special Character Destroyed -2D6 1 D3

Race Chaos Daemons Dark Eldar Eldar Imperial Guard Inquisition Necrons Orks Space Marines Tau Tyranids

PLANETS PRODUCE REINFORCEMENTS You may add +1 to a units reserve count for each planet you control. Restrictions apply, see page 23.

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RECON VETERAN ABILITIES (0-2) 1. Infiltrate 2. Move Through Cover + Skilled Rider 3. Stealth 4. Scouts 5. Fleet 6. Fearless MELEE VETERAN ABILITIES (0-2) 1. Skilled Warrior 2. Counter-Attack 3. Hit & Run 4. Preferred Enemy 5. Furious Charge 6. Merciless GUNNERY VETERAN ABILITIES (0-2) 1. Marksmanship 2. Relentless 3. Tank Hunters 4. Sharp Vision 5. Special Weapons Specialists 6. Heavy Weapons Specialists MONSTROUS CREATURE VETERAN ABILITIES (0-2) 1. Horrifying 2-3. Overpowering 4-5. It Just Wont Die! 6. Rampaging Monster VEHICLE VETERAN ABILITIES (0-2) 1. Marksmanship 2. Forward At All Costs 3. Crush the Opposition 4. Hardened Crew 5. Gunnery Mastery 6. Armor Plating

Original Artwork Copyright Games Workshop

HQ CHARACTER VETERAN ABILITIES (0-1) 1. Not Without My Men 2-3. Symbol of Leadership 4-5. Eternal Warrior 6. Master of War PSYKER VETERAN ABILITIES (0-1) 1. Warp Mastery 2-3. Favored Tactics 4-5. In Tune With The Warp 6. Alpha Psyker


On Fire: Terrain that is on fire blocks all line of sight drawn over or through it (but not into it). Units within this terrain must immediately make a run move toward the edge of the piece once it is ablaze, but the terrain now counts as dangerous. Afterward, units outside the piece treat its edges as impassable for models with a 4+ or worse save; dangerous for models with a 3+ save; and simply difficult for models with a 2+ save. Units within terrain on fire still get a cover save, but must re-roll successes due to the dangerous nature of the situation. Smoldering: When a player shoots through or over smoldering terrain, consider the night fighting rules in effect for the firers.

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We just would like to take this final page to give thanks to all the people out there who made this campaign possible. Without people willing to download and play this campaign all of this work would mean nothing. So great thanks are in order for you, the loyal fans who have attempted to use our rather excessive campaign supplement!! I personally need to give great thanks to my club officers at EvilDice40k, who have been a huge help in putting this campaign together and hashing out the ideas. Dont worry guys, I promise I wont make another one right away...


I also want to extend a very special thanks to our players at the Hobby Bunker in Malden, MA. Those of you who have become members of our humble group have truly made it what it is today. Every day I am shocked at the fact that our entire gaming group is all on the same page and all enjoy the same sorts of things about the game. You are all great gamers as well as sharp players, and I know that you all have the capacity to become fierce and honorable generals in this great game that has brought us all together. Great thanks to all of the players out there in the digital world as well. Your enthusiasm is the ink in our pens!

This is the lastest edition of THERE IS ONLY WAR. We want to hear your likes, dislikes, complaints, and improvements so that we can make the next version (or the FAQ for this one) even better!! Contact us on our forum at http://www.evildice40k.com and let us know your questions or comments! Thanks again for playing EvilDice40ks THERE IS ONLY WAR! --Rob Walker, EvilDice40k Chapter Master
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