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Planetary Empires

The Campaign Ruleset redux


Warhammer 40,000 Campaign – For 4-16 players

Requires the following products to use:


• Warhammer 40,000 Rulebook
• Warhammer 40,000 Expansions. Such as Apocalypse, Cities of Death, and
Planetstrike. These will only be used for Stratagems, and occasional ruleset additions
• Gaming Equipment
• An Army of (up to) 2000 points from various aligned factions (described in here)

Description:
The rules described in here are in use to allow for a Planetary Empires campaign for at least a
‘small’ scaled scenario. At the very least, it does require 4 players and 2 box sets would be
appropriate.
Remember to give a set of rules to each player, and remember to keep the Important Rule in
mind – Fun over Fortune. Fun being each player should feel like the campaign has been
fulfilling, and Fortune as in players being (to be frank) complete ‘douches’ about each victory. To
put it simply, failure for ONE player to follow this rule could mean ALL players are annoyed!

Setting up the Campaign


1. Take at least 1 set of Planetary Empires. Then take as many other sets of similar tiles
(cough Mighty Empires cough) as required to bulk out the set.
2. Pick a day in which all players of the campaign will be available. This session will be the
‘Phase 1’ session, described later in the booklet, and involves the campaign’s
background and board being set up. At the end of this session, Phase 1 should be over.
All players should have a presence, and gaming for the campaign should begin.
3. Phase 2 begins! Phase 1 describes all that should happen – this area is where you
begin regular gaming. Each player should AIM to have at least fair amounts of games,
and no you cannot (to put it frank, again) ‘overuse’ opponents that you know you will win
against – take risks. Don’t just try to min-max your way through the campaign.
Description further on
4. This ‘SutC’ section is no longer necessary. Read the booklet! THIIIIINK!!!

Good Luck! Let the doom bringing begin!


Phase 1
Sun Rises on the Valley

Introduction
Phase 1 includes three main parts. You have the setting up of the board, the setting up of your
‘teams’, and the setting up of your background.
This phase could indeed, for this reason, be described as the most important one of all. In order
for the remainder of the campaign to make sense, the original foundations must be correct and
proper!
This section is also the phase that cannot be described really. You need to think as a group the
way that you want to set it – I’ve offered three methods of setting up the background, for
example, and how to run the campaign. It is however up to the group as a whole to decide in the
end…

1 – The Background
The world has plunged into chaos. The entire planet, hell the entire system, has split from the
Emperor’s grace.
A sacred artefact has been found upon a world populated by the Imperium. It has been known
by many names throughout history… most commonly as The Soulreaper.

There are so many plotlines that can be used in a campaign. You cannot really list all of the
methods of creating campaign backgrounds. Even more difficult is listing all the methods of
making a campaign trail! These both happen to be key components of Phase 1. You must think
ahead in order to think back.

Here’s a couple of thoughts I’ve decided myself to have:


The Soulreaper is an artefact that will eventually be discovered to be a Necron
warmachine of great power. A campaign rotating around this could perhaps
include ‘rifts’ in the earth, where the machine could be hidden. You would need
to create a system of ‘Searching’ for example, so that armies will be able to
fulfil the victory conditions
A campaign about a lost world would simply be that – you need to conquer to
win! There’s no other objectives – tiles would be as kill points really
A campaign about a lost system would require some more thinking – how
about Space Ports? These would allow you to connect worlds. Of course, to
make it fair all players (or teams) could control a single world each, or each
world could come with initial drop zones that are immediately held. It’s up to
your group!

But what about the background? Here’s some more thoughts:


Have each player decide personal objectives, and personal reasons for their forces to
join. And yes, I said PLAYER. Teams can always be composed of different individuals.
The fiery Kharn, for example, would be obsessed with destroying all of those buildings
which happen to be required to be destroyed. Huron Blackheart, however, may share
the ideal of channelling Kharn… but he would want SOME of the buildings to survive,
and to consolidate the hold on those space ports in order to give his fleet somewhere to
drop off to
Have a single ‘Castellan’ for your world. This person could operate as an AI for example,
or a Games Master. He would set up the world, and then role-play it’s inhabitants for the
benefit of all. This allows the players to do what they do best – organise lists and start
playing – while a single other person is delegated with all the other duties

2 – Board Layout
The board is entirely mountainous. It’s inhabitants will need to learn the paths which lay hidden.
It is a war filled planet, which has been converted from pasture to vast tundra – containing
countless fortresses that cannot be infiltrated upon. There is no sneaking up on this map!

Your campaign WILL NEED a table to play it on. It’s all full and well that you can pop down to
your local Games Workshop and play on one of their awesome boards, but that Games
Workshop would not even fill a single tile upon your actual Planetary Empires board! This is
where knowing your players comes in – you need to agree funding, and need to agree
transportation of the board.

The Board can be laid out in a number of ways. You can follow a ‘Mighty Empires’ method – lay
down a Space Port, and then randomly lay further tiles. You could find this to simply make it an
amalgamated mess, however. Maybe you should use another method?
Give each player a certain amount of tiles. Then challenge them to arrange them
separately – don’t reveal the final intentions. Maybe then they are connected in an order
decided by a dice, or maybe just separate ones which represent planets or islands? Up
to you!
Choose a single GM (maybe the Castellan from the Background part) who will set up a
board completely by themselves. This allows you to have the truly random method for all
involved… the initial defender should always have an advantage!
Don’t set it up! Give everyone a starting spot, and then roll a d6 for each time they want
to move. Then eventually they should be connected up – if not, then allow the final tiles
to be Space Ports.

Remember the Important Rule – don’t overuse terrain. Accidentally setting up 2 Space Ports is
NOT right. Where a whole group is opposed, you should always reconsider. Remember that the
group comes before the person… but at times the Person also comes before the Group.

3 – Begin the Campaign!


Not exactly. You need to figure out final teams
This can be literally teams – for example, a pair of Imperial Guard players could (and should!)
team up in order to face off against other players. However, another form of team that is
described is that of the Adversary. Look at the recommended players – it’s 4-16 for a reason.
Most people find that 4 is the optimum amount of players – it means that each player is
guaranteed a fresh game once in a while. 4, 8, or 16. All three are brilliant!

If it’s large amounts of players, then you need large amounts of tiles. If it’s large amounts of
players, then you will need to think about maximums… God damn it… You can’t afford to have
all 4 members of the team wanting to have a 4000 point game when no-one else can pull that!!!
Phase 2(a)
Spinners Trial – Setting up the Games

Introduction
Though far less important than the first phase, due to the fact that this far more straight forward,
this phase is where the campaign will be won or lost… in more than one way. Sure, the games
will be the most important area – if you don’t play, then there’s no campaign – it matters more
HOW the campaign is run. The players need to know how it works, and you cannot afford to
screw up or else everyone is annoyed! (no one wants to replay a hard, long, game)

This section of the booklet talks about the way that the campaign will be played. And yes, many
elements of this is UNIQUE due to the fact that I don’t want to risk the Games Workshop Legal
Team again (read into the booklet and you’ll be able to find out what happened the first time!)

This section WILL be the longest in the game…

1 – Setting into the Planet


Required for this part: Warhammer 40,000 Expansion (Planetstrike)
This part is obvious – for the first, say, month of the campaign you SHOULD BE PLAYING
PLANETSTRIKE!!! You CANNOT avoid this – you are making Planetfall, and thus you will need
to show this!!!
I should note that I mentioned just 4 lines above that you will need an expansion book for this
part. This is partially correct. You need it for the STRATEGMS, but you do not (necessarily)
need it for the missions. Insert the rules, do not insert the rest, as you could say

In order to fully represent the first phase of active gaming, I have composed this table of
‘missions’. The first 4 (as in rolls of 3-6) are from PS (Planetstrike). The remainder are either
modifiers, changes to the table, or custom missions.
One point to remember for custom missions is that they are just that – custom! As we all should
know by now, Planetstrike is already weighted against a single side. This is continued in our
missions, for continuity. If your group chooses to change some aspects, then this is ok!!!

Roll on 2d6 Mission


1 or 2 Re-roll. Add 1 to next dice roll
3 PS: Planetfall mission
4 PS: Seize and Destroy mission
5 PS: Planetquake
6 PS: Roll a d6, and pick from Planetstrike rulebook
7 Roll 2d6 and pick the highest
8 Roll a mission from the Standard Rulebook. Use the PS special rules
9 Custom: Vanguard
10 Custom: In Flux
11 Custom: Into the Vortex
12 Attacker may choose mission from list above
Above 12 Defender may choose mission from list above

How does the table work?


In the previous edition of Warhammer, there was a rule called ‘Strategy Rating’. This rule
allowed the army which (fluff wise) would have the greater strategic merits to choose the table
etc. Though removed from the 5th Edition of Warhammer 40,000 I have decided to add it back
for the purposes of this campaign. However, the system is changed a bit

Before you choose the mission, roll a dice each. The higher roller will be Attacker (unless they
choose otherwise) and the lower roller will be Defender. The Defender may choose to ‘Seize
the Initiative’ – which will in this game allow them to force the Attacker to take a standard
Movement Phase AND THEN SKIP THE REMAINDER OF THEIR TURN. This represents
alarms being raised, among other things, and also negates the first bonus that the Attacker
gains – namely, the ability to take their turns before the Defender. It also means that while in the
Standard missions ‘Seizing the Initiative’ will only allow the seizing player to go first (which is, of
course, negated in Planetstrike by the fact that the Attacker will already have the first turn), the
Defender WILL have the upper hand.

After the Attacker and Defender are decided, each player rolls a dice each for each point in
their Strategy Rating, and then picks the highest to decide who chooses the mission.
They then roll on the table.
This part may seem un-necessary, but it also carries one other significant bonus: the player who
rolls on the table may modify their roll by up to their Strategy Rating. This works as both a
positive AND negative modifier – so an Eldar player with an Autarch in the army would be able
to either add or take away 4 from the roll

What is the benefit of winning the game?


First of all, a player must realise the scale of their victories. It’s all full and well that they won, but
if a campaign was based around this simple system then the power gamer would pretty much
‘epic win’. No, there is a different system in this campaign

Within Spinners End, you will have three scales for your ‘Empire Points’. These are:
• Victory: For each win, you gain 3 points. For each draw, you gain 2 points. For each
loss, you gain 1 point. This is a standard score system.
• Merits: Each missions will have specific ‘merits’ that, if gained, will give you a bonus to
your point total. These could be as simple as ‘first to hold all of the objectives in one turn’
or something silly as ‘first to lose half of the army’. Either way, look at the missions to
see the rewards!
• Narrative Bonuses: At certain points of the campaign, special events will probably
happen. For example, the Imperium has sent some aid to your army – in the form of
bombardments, or perhaps extra manpower. These are not brought or part of any
missions and are given out by a Castellan or GM. Arrange prior – it’s all good if it’s
been made a secret and at least the player who used the bonus knows, but it cannot
come out of the blue. That would wreck the campaign’s momentum and wreck the
Important Rule.

How many games should you be playing, really?


This is one more thing that needs to be considered. ALL PLAYERS should be attempting to play
equal or around the same amount of games, or else some people will be gaining unfair
advantages. This is an important facet of the campaign
A system that I think about is simply ‘Fatigue’. As your armies march further on, morale breaks,
the ammo runs thin, and your forces get less and less reinforcements. Sure you already have
some armies designated (even if it’s only garrisons, etc) but you cannot keep to only this!
Appendix A (Effects of Play) explains how the Fatigue system works within the campaign. It is
however optional – if you have more armies, then surely you have more of a right to play? This
is also fine, which is why I have a second thought: what about Action Points or perhaps each
army may fight a single battle each campaign turn?
Again, arrange it within your group!

How long should this phase go on for?


Good question! I find that on average this phase should be approximately 3 turns long, but it
could be far less. This is where the master profile comes in.
All players of the campaign begin with a ‘bank’ of 4,000 points. This is then split into armies – as
many as you want, as long as they are at least 500pts AND LEGAL. A good player would
probably keep their armies in bulks of 1,000 (the average game) and then later on in the
campaign, split this up into forces of 500 (patrol clashes). You could, however, also play large
games such as FULL 4,000 points (not that I’d recommend it) or 2,000, etc. It’s up to you
Remember, you do not have to have a standard sized army. All commanders have different
techniques – the hammer blow, the guerrilla assault, the army of one. While it probably isn’t fair
if one player has 1,000 points while the other is charging with 4,000 points, sometimes it is
NECESSARY to have such large ‘injustices’. This is a war! What commander wouldn’t take
advantage of being able to completely smite a smaller, less powerful foe?

Strategy Rating Which Armies?


3 Space Marines, Inquisition, Necrons
2 Imperial Guard, Eldar, Tau, Chaos Space Marines
1 Dark Eldar, Tyranids, Orks, Chaos Daemons
Phase 2(b)
Spinners Trial – The Missions
Mission: Vanguard Type: Planetstrike

Deployment Defender overview:


The attacker has launched a surprise attack upon
one of the less defended regions of your base. You
must stop them here, or your main stronghold will be
caught unawares!

Attacker overview:
4x4 board You have discovered the location of one of the
outposts available to the Defender. This is the perfect
place to discover their secrets, and then strike!

Objectives: The attacker must hold as many Table Quarters as possible. The Defender must attempt to
survive with at least 25% of their army intact – and at least a single HQ choice
Mission Standard Planetstrike rules (see book), Seize the Initiative (modified for PS)
Rules: Unseen Stalkers: The Defender begins the battle with half their army in Reserves. During the
Attacker’s first turn, only HALF of the Defender’s Interceptor Guns may fire.
Grinding Behemoth: The Defender gains 2 ‘Reinforcement’ stratagems for free. However, these
may be used on ANY unit except HQ Choices
Sentries: The Defender may select a single Troop choice to act as Sentries. This does not count
towards the half of their army which starts the game, and may not be affected by the Firestorm. If
an attacking unit does any actions within 2d6x3 of a Sentry (roll at the start of each player turn),
then the Alarm is raised.
Empire Standard Victory points. Victory is decided by totalling the Table Quarters held by each player –
Points: the player with the most held will win. If the Defender has at least 25% of their army intact, they
gain an additional quarter. If they do NOT, then the Attacker gains an additional quarter

The following Merits are in play:


- First player to hold all quarters after the end of Turn 2 (2 Empire Points)
- If the attacker does not raise the alarm (5 Empire Points)

Playing Vanguard
Vanguard is a good mission to start a defensive on, or a good mission to introduce the
campaign in. The fact is, that it is a good beginner game – small and light (mostly) – as it really
shows the differences between the attacking and defending armies

The Defender should attempt to focus initially on one half of the table (with only small units on
the other) in order to take advantage of the fact that they WILL have another bunch of units
coming in soon enough anyway. Remember to think carefully about which units you want to
benefit from the Reinforcement stratagems – will it be the Elite units (like Terminators) or
another Scout Squad? Remember!

The Attacker should go for the massacre. If you can wipe out 76% of the Defending army, then
you will already be 1-0 up on Table Quarters, and you will also find it far easier to dominate in
Table Quarter taking as well. The mission is MADE for you to win – so why not?
Mission: In Flux Type: Planetstrike
Deployment Defender overview:
The attacker has noticed that your scouting forces
are very spread, and has decided to capitalise. All
you need is for one patrol to survive, though

Attacker overview:
2x4 2x4 2x4 Ah, a point of no resistance! This would be a good
board board board spot to launch the final assault…

Objectives: The attacker must kill all of the Defender’s patrols. All the Defender needs to do is escape with
one patrol still alive
Mission Standard Planetstrike rules (see book), Seize the Initiative (modified for PS)
Rules: Desperate Measures: The Attacker rolls 2d6 for the Firestorm, but must spread them as equally
across the 3 patrols as possible. In addition, any Firestorm which hits a forest will immediately
destroy said forest
Patrol Clash: The Defender splits his force into three equal parts – each must have at least 1
HQ choice and 1 Troop choice. All members of the patrols will have Assault grenades and
Defensive grenades automatically
Escape the Ambush: The Attacker chooses his Drop Zone before the Defender deploys. This is
the ‘Escape edge’. The Defender deploys their units 12 inches onto the board edge opposite
this Escape Edge, and must move off as many units as possible.
Empire Standard Victory points. Victory is decided by totalling Kill Points scored by the Attacker, and
Points: taking them away from the amount of ‘Kill Points’ that have escaped the table from the Escape
Edge. Broken units do not count, by the way, and retreat towards the edge they were deployed
from.

The following Merits are in play:


- First player to kill/escape with 5 Kill Points (2 Empire Points)
- If the entire force is massacred/escapes (4 Empire Points)

Playing In Flux:
In Flux is a fairly difficult game for the Defender to win, but it is also an easy ‘Team’ game. While
Vanguard is a great beginner game due to it’s board size, In Flux is a veteran game for the
same reason – how will you handle the minimum patrols, and how will you escape?

The Defender should ignore his bonus Force Organisation Chart slots, and focus on a fast
army. Eldar, for example, will be pleased with the fact that their Jetbike Army will escape the
board VERY easy. You don’t even need to think about the Kill Point Merit – wouldn’t you rather
try to get a 100% escape for double the Empire Points?

The Attacker should be careful with his choices – personally, I wouldn’t bother with choosing
some Deep Strikers, but instead field a heavy army which can really punish the defender as he
marches across the board. Use Imperial Guard for wave after wave of ‘Roadblocks’ to punish
the Defender for every step he takes
Mission: Into the Vortex Type: Planetstrike
Deployment Defender overview:
You have seen the signs. Up in the sky, storms are
gathering. This must be the assault… but no. The
attacker has sent Vortex Grenades spiralling down…

Attacker overview:
6x4 board And the defender expected a fair fight! Bah, as if!
Those Vortexes are going to do the job for us…

Objectives: The Defender must destroy all of the attacking force. The attacker’s goal is to kill as many of the
objectives as possible with the Vortex Grenades
Mission Standard Planetstrike rules (see book), Seize the Initiative (modified for PS)
Rules: Eye of the Storm: Instead of the usual Firestorm, roll d3+Objectives. This is the amount of Vortex
Grenades that the attacker has. These are given to Characters (HQ Choices, Upgrades, etc)
throughout the army and MUST be used by the end of the game.
Built Up Defences: The Defender MUST start with 3 Bastions (each section of an Indomitable
Fortress also counts towards this). These are objectives, which must be destroyed by the Vortex
Grenades. The Defender gains an additional 2 Stratagem Points, which must be spent on
Stronghold Stratagems
Vortex Grenades: The Apocalypse Rulebook for more on how these work
Empire Standard Victory points. Victory is decided by totalling Kill Points scored by the Defender. Then
Points: you take away 2 Kill Points for each objective that is destroyed by a Vortex Grenade. If all the
objectives are destroyed by the end of any game turn, then the game immediately ends.

The following Merits are in play:


- First player to lose half of their army to Vortex Grenades (1 Empire Point)
- If all the Vortex Grenades – activated in the same turn – destroy all of the Defender’s
objectives (3 Empire Points)

Playing Into the Vortex


Into the Vortex is an EVIL mission to play – combining a fun element (the Vortex) with a harsh
objective (destroying the objectives). It is incredibly weighted against the Defender. Nuff Said

The Defender should think – which units would the Attacker give Vortex Grenades to?
Remember, since the Attacking objective is to kill the objective with VORTEX GRENADES, why
don’t you stop him from getting the chance?

The Attacker should pray to the dice gods, and go straight into the Objectives – don’t dally
around. Go STRAIGHT to the point of the mission. Remember, if all the objectives are gone
then the game ends!
How do Stratagem Points work in these Custom Missions?
For each objective that is listed in the mission, you get a Stratagem point. This means that
normally you will have 2.
A precise list is below:
- Siege from the Space Port: One Point per Objective, as usual
- Vanguard: Two would be good, but Four is a maximum (since each quarter is an
objective)
- In Flux: Three Stratagem Points, minimum. In addition, each section (as in, each 2x4
board) must have at least a single Stratagem upon it
- Into the Vortex: One Point per Objective, as usual. Remember also that you should NOT
have less than 3 Objectives.

In the Mission Table, there was also the option of playing a Standard Mission from the
Rulebook with Planetstrike added. How would that work?
First of all, a key point is that you will NOT roll for Deployment Type – that is already described
as the Defender sets up over the whole board, and the Attacker is entirely in reserve. The
Mission will either by Objectives or Kill Points – that is a fact, so ignore the rule in the
Planetstrike rulebook that draws are resolved by seeing which player has more Kill Points
Next, if you are playing an Objective game, just use the amount of Objectives halved for your
points. Next, if playing Kill Points then simply play Two Stratagem points. Nuff Said.

What do Empire Points do?


See Planetary Empires. Quite simply, Empire Points are used to conquer territory and add
upgrades to your settlements. Nuff Said.
Phase 3(a)
Stepping Up a Notch

Introduction
Alright, so the first phase of the campaign is over, and all of your forces have touched down
onto the battlefield. That means that the Planetstrike part is over, and the more fun part has
begun – the part where the players can dig into each other and start claiming tiles.

The Campaign Phase


Each week, a new Campaign Phase opens. This allows the players to consolidate their
possessions or to go out and conquer new territory. However, in order to either they will need to
play games or use one of the various special events available! This is where this part of the
booklet comes in
Each player should aim to meet once a week, preferably on a Saturday when all the players will
be available (hopefully). Then, you run through this:
1. Each player sits around the campaign map. Then, open up the Campaign Booklet to the
page containing events. Each player then rolls 2d6. The higher the dice roll, the higher in
the order they are for this turn.
2. Special Events are chosen. The player who won the roll off in 1. may go first, followed by
the second and so on. Only a single Special Event of each type can be chosen each
turn. The effects of these Events are designated, and the Event phase ends.
3. Manufactorum Yield and other such bonuses are identified, as affected by Special
Events. The points are then allocated to garrisons and other such areas and armies.
Points may NOT be saved, so you MUST allocate them.
4. Each player identifies their army locations, and declares movement. A normal army may
move 1 hex per turn, and then enter combat with another army. You may also choose to
‘run’ an army, though this requires a 2+ and the army will automatically be the defender
should it enter a battle (if both players’ armies run, then dice off as usual).
5. Armies which desire to ‘Force March’ may do so. It requires a 3+ to Force March 1
square, a 5+ to Force March 2 squares, and a 7+ (as in, no army can do so other than
Eldar) to Force March 3 squares. Any army which contains a character with the ‘Swift’ or
‘Like the Wind’ Character rule may Force March
6. Armies which wish to charge are designated. These armies must be in hex-to-hex
contact in order to join combat with each other – no dice roll is required to charge.
7. Players which wish to have an open game are designated. They each may either use an
army list not already in combat, or use an open list (which may, of course, not include
characters which are already in use)
8. Games are completed.

The Aftermath Phase


After the games are completed, an entirely different phase begins – this is known as the
Aftermath Phase, as it is when all of the games are finished and after Empire Points are
collected. The Aftermath Phase will probably be done before the Campaign Phase of another
week, due to the time it usually takes to complete each game. Don’t worry – this is perfectly
natural
The Aftermath Phase is usually the shortest, but if large amounts of points are collected then
this may take a longer time, unfortunately.
1. Empire Points are collected, and placed into a table. This gives an overall view of the
campaign progress. If any players are pulling too far ahead or too far behind, make a
note of this and mark it with an asterisk (*) or something. These players will gain
modifiers to their Special Events roll in the next turn, as you believe appropriate
2. Armies which have been defeated or otherwise modified have their army lists altered
NOW. Make sure to hand the new list over, or make sure that you know it’s location as if
it a lost then something bad will happen
3. Upgrades are made to existing tiles, as costed by the Appendix 2b.
4. New Conquests are made. Each player rolls 2d6, and the highest roller may choose the
first army to make the conquest. Then, that army selects a hex that they are directly
adjacent to. The player pays the points required to move that army into the hex that has
been chosen, and the army is moved. Place a flag (or repaint the flag) to show the
heraldry of it’s new owners
5. Part 4 is continued, until you return to the first army that has been chosen. Orks may
now attempt to make a second conquest of hexes that they are next to – that is, if they
are able to.
6. New Empire Strengths are figured out. This is done simply by noting down the amount of
tiles that each player controls – no complex mathematics

The End Phase


The End Phase is where additional information which is required is dished out. For example,
when will the next Campaign Phase begin? It’s just the end, really
1. Any deals and alliances are made now, in time for the next turn to begin.
2. Any narrative announcements are made. For example, the Imperial Guard have gained
X points of reinforcements.
3. The Campaign Map is put away, after a sketched map is made to show the new
locations of each tile etc. The turn has ended!
Phase 3(b)
Spinners Trial – Special Events for Phase 3
Introduction
Within this section, I have identified the Special Events that are available to players. When
being allocated, ALL events are used. If this means that they must be reduced to better fit the
amount of players, then do so. All players must have at least one, however.

Types of Special Event


Each player may have up to one of each type of Special Event. These range from Pranks – or
events that alter other players – to Resources – which give you bonuses.
If an event says that it may either be used multiple times, or selected multiple times, then ignore
the rule of being able to have up to one of each type of Special Event for that event – all others
count towards the limit unless they also say otherwise.

Land Grab Exquisite Excess


This event is a ‘Stimulant Event’. For this turn, three armies This event is a ‘Stimulant Event’. For this turn, three
of your choice may make up to one additional conquest, as armies of your choice gain the Furious Charge rule,
they are egged on by their allies or stimulated with and may automatically Run with no ill benefits (this is
performance enhancers. for the Campaign Phase, not in game)
Sour Produce Golden Opportunity
This event is a ‘Stimulant Event’. Select two This event is a ‘Prank Event’. Select two
Manufactorums of your choice. For this turn, they each Manufactorums of your choice. For this turn, they
count as three instead of one. count as NEGATIVE two instead of one – meaning that
the controlling player could LOSE points!
Tortudo All Things Golden
This event is a ‘Stimulant Event’. For this turn, three armies This event is a ‘Stimulant Event’. For this turn, three
of your choice count as gaining an additional point of armies of your choice gain an additional +250 points
Toughness. They are not, however, any tougher – this automatically. They have been joined by mercenary
toughness does not count for Instant Death forces.
Power of Corruption Fall of Democracy
This event is a ‘Prank Event’. Select an opponent army of This event is a ‘Prank Event’. Select d3 opponent
your choice. This army becomes Neutral, and is no longer armies. These armies may not do any actions this turn
controlled by the opponent. Any special characters – place them on their sides to make the distinction
contained within return to their Starting Point, and are
replaced with generic versions (Captains, etc)
Genesis Mutiny!
This event is a ‘Prank Event’. Select any opponent hex, This event is a ‘Prank Event’. Select d3 opponent
other than their Starting Point. This hex immediately loses hexes – these may not all be controlled by the same
any and all upgrades, and becomes a Standard Tile. player. They immediately become neutral and are no
longer controlled by those opponents. Upgrades they
contain are destroyed.
Supply Drop Propaganda Campaign
This event is a ‘Resource Event’. Within any three games This event is a ‘Resource Event’. Select a single army
of your choice, you may give all of your units Assault of your choice. For this turn, it does not gain any
Grenades and Defensive Grenades for free additional ill effects from the Morale Table for playing
additional games.
Mass Sanguination I Saw Him Grasp Me
This event is a ‘Resource Event’. Within any three games This event is a ‘Resource Event’. Select a single
of your choice, all upgrade characters in that game gain the character of your choice. For this game, he has the
Fearless, Fleet, Rage, and Rending special rules. Yes, this Tactical, Relentless, Notorious, Taskmaster, Ancient,
is ANY game… and Demented Character Rules
Counter Event Counter Event
This event is a ‘Miscellaneous Event’. Cancel the effects of a This event is a ‘Miscellaneous Event’. Cancel the effects of a
single Special Event that is used against you or another player. single Special Event that is used against you or another
player.
Phase 3(c)
The Missions – Part 1 (Special Missions)
Introduction
In this part of the campaign, you will find that there are so many locations that you will need to
attack that custom missions are required! This is fine – in this part of the booklet, I begin the
identify a couple of the key regions
Remember to use the mission that is closest to the feature you are attacking – for example,
Siege from the Space Port is appropriate for both Space Ports, terrain that ACTS like a Space
Port (though you would probably change what Landing Pads represent), or a Hive City! The
choices are all yours!

Mission: Siege from the Space Port Type: Planetstrike/Themed


Mission
Deployment Defender overview:
The attacker is attempting to seize a valuable space
port, knowing that it’s technology will allow for an
easier assault later on. You must use it’s weaponry to
stop them!

Attacker overview:
6x4 board The Defender has the control of this valuable port…
but not for long. You must wipe their presence, but
remember that you cannot afford to damage the
facilities themselves! Be careful with your rampaging!

Objectives: The attacker must seize control of the Defender’s Landing Pads. Their other mission is to
destroy as many members of the opponent army as possible (Kill Points)!
Mission Standard Planetstrike rules (see book), Seize the Initiative (modified for PS)
Rules: Take them down: For this mission, all objectives must be Landing Pads. The Defender gains
double the usual Interceptor Guns
Flying Reserves: All Skimmers gain the Deep Strike special rule. In addition, all Attacker and
Defender forces within them may use the ‘Grav Chute Insertion’ rule from the Imperial Guard
Valkyrie if being deployed from a Skimmer – they must however also have a Dangerous Terrain
Test upon impact regardless of their final position
Siege Bombardments: All Landing Pads enter the game with their Crenulations UP. However,
during the Firestorm they also gain a 3+ ‘Invulnerable Save’ to any damage caused. The
attacker’s Firestorm is Strength 10, AP 2 (otherwise unchanged)
Empire Standard Victory points. Victory is decided by totalling up Kill Points from both sides (as normal),
Points: and then adding 10 Kill Points for each Landing Pad that is held. Remember, the attack holds
where he would normally contest

The following Merits are in play:


- First player to total up to 5 kill points (2 Empire Points)
- If half of the enemy army is killed by Interceptors/Firestorm (4 Empire Points)

Playing Siege for the Space Port


Siege for the Space Port is sort of an ‘Apocalypse scaled’ Planetstrike opener – it depicts the
taking of your landing site, and will be an important mission for all players. It is recommended
that all players begin the campaign with at least a single game formed this way
Mission: It Looks like a Sabotage… Type: Cities of Death/Themed
Mission
Deployment Defender overview:
Within this area lies a vast refinery, filled with the
fruits of your Imperial labour. It appears that the
Attacker has finally launched the assault to destroy it

Attacker overview:
The Defender has been hidden behind their shields
4x4 board for long enough. I think it is time to crack them out of
it!

Objectives: The attacker must destroy as many of the Shield Generators as possible. The Defender must
stop them from doing so.
Mission Standard Mission Rules, Cities of Death Stratagems (3 per Player)
Rules: Shield Generator: Each of these buildings must be an objective. While there is still at least one
Shield Generator active, all units within 12 inches of the Board Centre gain a 5+ Invulnerable
Save – this area is extended by 6 inches for each additional Shield Generator remaining beyond
the first. Shield Generators all have a Single Void Shield (which may not be repaired), as well as
an armour value of 11 on all sides of the building
Saboteur’s Weaponry: All Attacking Infantry and Mounted models count as armed with Krak
Grenades for this mission.
Defensive Network: For this mission, the Defender may choose the Deployment Type and (by
extension) each player’s board edge. They also may deploy the terrain.
Empire Victory is decided by comparing the amount of remaining objectives to the amount of objectives
Points: that the game started with. If less than half are remaining (rounded up), then the Attacker wins. If
more than half remain, then the Defender wins.

The following Merits are in play:


- If the Attacker wins, then they may either remove the Shield Generator or Command
Bastion that this mission was being played to ‘sabotage’ (0 Empire Points)
- If the Defender wins, then they automatically gain an additional Empire Point for free

Playing It Looks Like a Sabotage


This is a fairly fun mission to play – all players benefit from the Mission Rules (making it difficult
for any and all units to be destroyed), and the mission already seems narratively like a harsh
time based encounter. Will the attacker destroy the shields in time, or will the Defender win out
in the end?

The Attacker will have to use fast, hard hitting, units (hopefully with Melta Bombs) to destroy the
Shields as quickly as possible. Remember to use some Strength Six firepower to destroy the
Void Shield first, however!

The Defender will have to use heavy weaponry to wipe out as much of the attacker as possible.
Remember to use the Defensive Network rule to your benefit – make it as difficult as possible
for the Attacker
Mission: Duel Type: Planetstrike/Themed
Mission
Deployment Player Overview:
The field is set, and neither army is set to stand
down. The battle will be long and bloody.
But then your opponent seems to beckon out to you,
offering you a simple solution

2x2 A one on one duel.


board

Objectives: It’s quite simple – each player must attempt to kill off their opponent.

Mission No special rules.


Rules: Trial by Combat: The mission continues until either player’s champion is killed. During this
game, both characters move as normal Infantry. The models also gain the Fleet of Foot and
Rage special rules
Cease, Desist, Parlay: Should the game continue for more than four turns, it is automatically a
duel. In terms of Character Special Rules, both are counted as killed. Such is the penalty for
cowardice!
Terrain Deployment: Roll-off at the beginning of the game. The winner deploys the first piece of
terrain. Then rotate deployment until all is finished.
Empire Victory is decided by the player who kills his opposing character first.
Points:
The following Merits are in play:
- Victor of the scenario may use half of the opposing army’s points in their force.
- Loser of the scenario automatically loses that army

Playing Duel:
This is a simple mission – pick a hard character, and then take your opponent on head first.
Candidates for playing will be single HQ choices, which have a combination of awesome
hardness and high damage output
Mission: Defensive Manoeuvres Type: Special/Themed Mission
Deployment Defenders Overview:
The attacker has foolishly attempted to strike from
over your defensive network – surely now would be
the best time to make them pay?

Attackers Overview:
6x4 board This is the time chosen to strike. You must make it
count

Note: The Attacker may choose to make this mission


a Standard game, Planetstrike game, or Cities of
Death game. If played in Phase 4, then the game
may also be made into an Apocalypse game

Objectives: The Attacker must get as many of his own units into the Defender’s deployment zone (as in, 12
inches from his Drop Zone’s opposite edge/his opponent’s side of the board etc)
Mission Mission Rules of whichever type of game the Attacker has chosen, Cities of Death Stratagems
Rules: always, OPTIONAL Planetstrike stratagems, OPTIONAL Apocalypse stratagems
This is my land: Regardless of mission type, the defender deploys all of the terrain and may also
select the attacker’s Drop Zone. The Attacker may, however, purchase the ‘Drop Zone Denial’
stratagem in order to allow him to select his own zone instead
Desperate Charge: All Attacker units gain the Fleet of Foot special rule. When running, they also
roll 2d6 and pick the highest result.
Empire Victory Points is decided by comparing the amount of Attacker units in the Defender’s
Points: deployment zone, compared to the amount of units which are not.

The following Merits are available:


• The first player to have a unit within 12 inches of their opponent’s ‘home’ table edge (2
Empire Points)
• If the Attacker should win the mission (2 additional Empire Points)
• If the Defender should win the mission (1 additional Empire Point)
Mission: Who Truly Wins? Type: Cities of Death/Themed
Mission
Deployment Defender’s Overview:
In the deepest recesses of the empire, you hold the
ability to construct vast masses of equipment and
weaponry. It is this sort of facility that is being
attacked – you must guard it, or your advances will
soon stall!
6x4 board
Attacker’s Overview:
Destroy the Manufactorum, Destroy the Enemy
Resistance!

Objectives: The Attacker must destroy every single building on the board to win. The Defender must attempt
to hold out for as long as possible
Mission Standard Mission Special Rules, Planetstrike Special Rules, Cities of Death Stratagems,
Rules: Planetstrike Stratagems
Even as it Dies: Each turn, the Defender may immediately bring back a single Troops choice of
up to 250 points of value. This reduces by 10% for each building that is destroyed – ending at
the moment that 10 are dead
Bombardment!: At the beginning of the game, the Attacker makes 2d6 Firestorm attacks. If the
Scorched Skies stratagem is purchased, this becomes 3d6.
Perilous Ruins: Each building counts as a vehicle with Armour 11 all around. They are destroyed
by an Immobilised, Destroyed, or Explodes result on the Armour Penetration table.
Empire Victory Points are determined by comparing the amount of buildings destroyed to the amount at
Points: the beginning of the game – if less than half are destroyed, the Defender wins. If more than half
are destroyed (but not ALL) then the game is a draw. If the attacker destroys 90% or more of the
buildings, then he wins!

The following Merits are in play:


- First player to destroy one third of the buildings on the field (2 Empire Point)
- If the attacker fails to accomplish the mission (Defender gains 3 Empire Points)

Additional Special Missions:


- Command Bastion: Play a game of Planetfall. Use at least 1 ‘Indomitable Fortress.’
- Special Tech: Play a game as similar to the feature as possible.
Phase 3(c)
The Missions – Part 2 (Field Missions)
Introduction
In this part of the campaign, you will find that there are so many locations that you will need to
attack that custom missions are required! This is fine – in this part of the booklet, I begin the
identify a couple of the key regions
Remember to use the mission that is closest to the feature you are attacking – for example,
Siege from the Space Port is appropriate for both Space Ports, terrain that ACTS like a Space
Port (though you would probably change what Landing Pads represent), or a Hive City! The
choices are all yours!

This page of the missions contains many of the Field missions you are playing. You will be
taking part in Field Missions whenever you’re brawling over either a piece of terrain that does
not necessarily have any features worth fighting over, or when you are attacking open ground.
Good luck!

Mission: Patrol Clash Type: Open Battle


Deployment Game Overview:
Each player controls a small force of under 1000
points. This mission allows you to play a small
scaled battle with the standard mission rules.

If playing a mission which has been rolled on the


4x4 board Appendix 4 – Phase 2 table and both or either
players has less than a 1000 points, you may choose
to use this mission

Objectives: As decided by the rolls made upon the table. Deployment also varies dependent on the table
itself
Mission Standard Mission Special Rules
Rules: Minor Skirmish: The Minimum Force Organisation chart is changed to at least 1 HQ and 1 Troop
Choice
Priority Rating: Whenever playing Patrol Clash, count the game as only HALF and not a whole –
such battles do not consume Morale as much as full scale ones do
Empire Victory Points determined by the mission rolled
Points:
No Merits available

Empire Points table:


Mission Result Empire Points
Gained
WIN 2
DRAW 1
LOSS 0
Mission: The Hunter and his Prey Type: Open Game
Deployment Game Overview:
Large amounts of loot can be found upon any field, if
the searcher looks keenly enough. One such
occasion is now. Your opponent and you have found
a place which is rumoured to hold treasure beyond
your wildest imaginations! The only problem is
4x4 board finding it…

Objectives: At the beginning of the game, 2d6 Loot Counters are generated. In the end, 5 of these will be
revealed as objectives
Mission Standard Mission Special Rules, Cities of Death Stratagems
Rules: Minor Skirmish: The Minimum Force Organisation chart is changed to at least 1 HQ and 1 Troop
Choice
Loot Counters: See Objectives. At the beginning of each turn, each player rolls a d6. The winner
may select two Loot Counters – one is removed, and the other remains as an objective. At the
end of the game, there will be a maximum of five objectives.
Empire Victory Points are determined by comparing the amount of objectives held by each player.
Points:
The following Merits are available at the end of the game:
• The first player to decide an objective (1 Empire Point)
• If a single player controls all of the Objectives at the end of game (3 Empire Points)

Empire Points table:


Mission Result Empire Points
Gained
WIN 2
DRAW 1
LOSS 0
Mission: Cities of Death Type: Cities of Death Mission
Deployment Game Overview:
This mission is a new set of rules to bring Cities of
Death up to date for Fifth Edition. Many people seem
to think that GW has incorporated the pieces which
worked from the original Cities of Death rules into the
rulebook, and since this is true, a new set of rules is
6x4 board required to give it some reason for existence!

Objectives: The Defender must safeguard their city from the attacking forces. The Attacker must aim to hold
as many objective buildings as possible
Mission Standard Mission Special Rules, Seize Ground (Defender Chooses Amount of Objectives),
Rules: Pitched Battle
Sustained Bombardment: At the beginning of the game, each Defending unit which is not
occupying a building must make a single Pinning test at -1 Leadership
Cityfight Brawling: All objectives in a Cities of Death mission must be buildings. In addition, you
must attempt to use as many buildings as possible – these must also be mounted upon card
(etc) to show the radius of their effects
Demolition a No-no: Even if a building is destroyed, it may still be an objective. Your aim is to
hold, not to destroy (unless specifically noted)
Empire At the beginning of each game, the attacker must roll a d6 to designate his objective:
Points: Roll Objective Victory Points
1 Hold the objectives 2 Victory Points per objective that
each player holds – contested
objectives count as 1 point each
2 Destroy the objectives 2 Victory Points per objective that is
still standing/destroyed
3 Fire Sweep As Hold the Objectives (only 1 victory
point per objective that each player
holds), and also Kill Points added for
each player
4 Surveillance Defending army must attempt to have
at least a single squad make a full
revolution of the field. If this is not
done by Turn 5, the attacker wins
5 Let it Burn Attacker counts as Defender. Play a
single Destroy the Objectives game,
with the Defender attacking
6 Attacker chooses mission from the See mission chosen
above

The following Merits are in play:


- First player to destroy one third of the buildings on the field (2 Empire Point)
- If the attacker fails to accomplish the mission (Defender gains 3 Empire Points)
Phase 4(a)
Beginning the Endgame
Introduction:
You’ve gotten to a feeling in the campaign that you’re incredibly close to ending. Someone has
taken dominance, or alliances have formed which threaten to dominate the whole map. This is
the endgame situation, and it must be dealt with immediately.

The moment that the Endgame begins, you must immediately deal with it. There are four ways
this could happen:
1. The goal which was established as the campaign narrative is close to being
accomplished
2. The campaign is dragging on a bit, and you want to end it sooner rather than later
3. A single region has conquered at least 12 hexes of the map (aka: a quarter of the map)
4. A certain amount of games have been played

At the moment that the endgame has begun, the campaign will change. Notify your players at
the beginning of the End Phase before it begins. From that point, also change the Campaign
Turn

Endgame Campaign Phase


During the endgame, there is a slight change to the campaign turn. For example, new missions
are available and certain missions even get upgraded to fit the new game mode. This is an
example of how to do it:
1. Each player sits around the campaign map. Then, open up the Campaign Booklet to the
page containing events. Each player then rolls 2d6. The higher the dice roll, the higher in
the order they are for this turn. The player(s) who brought forth the Endgame
condition gain +2 to this roll.
2. Special Events are chosen. The player who won the roll off in 1. may go first, followed by
the second and so on. Only a single Special Event of each type can be chosen each
turn. The effects of these Events are designated, and the Event phase ends. A different
set of Special Events is used in the Endgame.
3. Manufactorum Yield and other such bonuses are identified, as affected by Special
Events. The points are then allocated to garrisons and other such areas and armies.
Points may NOT be saved, so you MUST allocate them. Points may be saved towards
the final game of the campaign, when the Endgame will be completed.
4. Each player identifies their army locations, and declares movement. A normal army may
move 1 hex per turn, and then enter combat with another army. You may also choose to
‘run’ an army, though this requires a 2+ and the army will automatically be the defender
should it enter a battle (if both players’ armies run, then dice off as usual). Armies may
be withdrawn, in order to prepare for the Endgame. Should this be done, they
become a member of the Starting Tile garrison.
5. Armies which desire to ‘Force March’ may do so. It requires a 3+ to Force March 1
square, a 5+ to Force March 2 squares, and a 7+ (as in, no army can do so other than
Eldar) to Force March 3 squares. Any army which contains a character with the ‘Swift’ or
‘Like the Wind’ Character rule may Force March. No changes.
6. Armies which wish to charge are designated. These armies must be in hex-to-hex
contact in order to join combat with each other – no dice roll is required to charge. The
missions which are played are changed.
7. Players which wish to have an open game are designated. They each may either use an
army list not already in combat, or use an open list (which may, of course, not include
characters which are already in use). The only open games available are
Apocalypse.
8. Games are completed. No further changes.

The Endgame Aftermath Phase


1. Empire Points are collected, and placed into a table. This gives an overall view of the
campaign progress.
2. Armies which have been defeated or otherwise modified have their army lists altered
NOW. Make sure to hand the new list over, or make sure that you know it’s location as if
it a lost then something bad will happen
3. Upgrades are made to existing tiles, as costed by the Appendix 2b.
4. New Conquests are made. Each player rolls 2d6, and the highest roller may choose the
first army to make the conquest. Then, that army selects a hex that they are directly
adjacent to. The player pays the points required to move that army into the hex that has
been chosen, and the army is moved. Place a flag (or repaint the flag) to show the
heraldry of it’s new owners
5. Part 4 is continued, until you return to the first army that has been chosen. Orks may
now attempt to make a second conquest of hexes that they are next to – that is, if they
are able to.
6. For each Empire Point that remains unused, you may purchase 25 points towards
your Starting Tile Garrison, for use in the final game.
7. New Empire Strengths are figured out. This is done simply by noting down the amount of
tiles that each player controls – no complex mathematics. Should an Endgame
scenario be ended suddenly, then still change the strength – the endgame WILL
continue regardless.

Regardless of what happens within the last turns, the Endgame MUST happen. If you can’t end
it now, then how much harder will it be later? After three such turns occur, you must
automatically arrange a game with the ‘Endgame’ mission described in Phase 4(d)
Phase 4(c)
Apocalyptic Scenarios

Introduction
This section is all about variations on the Apocalypse ruleset – to make it bigger, better, harder!
I have decided to compile some additional rules to make unique battles between two races, and
also adapted some of the existing missions to alter the awesome!
Remember the Important Rule – Fun before Fortune…
Mission: The Apocalypse Mission Type: Apocalypse
Deployment Basic Apocalypse Mission
Nuff Said

6x4 board
OR
6x8 board
OR
12x4 board

Objectives: Six objectives are designated at the beginning of the game – each player must place as many
objectives as possible (if 2 players, it’s 3 each. If 3 players, it’s 2 each)
Mission The Apocalypse rules, Standard Mission rules, Apocalypse Stratagems, OPTIONAL Planetstrike
Rules: Stratagems, OPTIONAL Cities of Death Stratagems
Epic Scale Battle: In a game of Apocalypse, there are no Force Organisation Charts. However, if
you are playing between two predetermined armies then only additional points may ignore the
chart – existing troops do not change!!!
Empire Victory Points is decided by comparing the amount of objectives held by each player. If equal
Points: numbers are held, it is a draw. If different amounts are held, it is a win/loss (respectively)

No merits are available in this mission


Mission: Mass Migration Type: Apocalypse/Special
Deployment Attacker Overview
Ambushed a foe. Time to kill ‘em.

Defender Overview
Moving through hostile fire is one of those skills
apparently lacking in your forces, based upon how
6x4 board easily your army was ambushed. Guess all that’s left
OR to do is survive
12x4 board

Objectives: Each 12 inches from the Defender’s starting edge is counted as an objective, that is
automatically captured the moment that at 2 units of their forces moves through it. The attacker
must stop this from happening.
Mission The Apocalypse rules, Planetstrike rules, Apocalypse Stratagems, OPTIONAL Planetstrike
Rules: Stratagems
Random Game Length: The normal Random Game Length rules have changed for this scenario.
At the end of each turn after the fourth, a player must roll a d6 and compare it to this table. There
will never be a Turn 7.
Turn Roll to continue the game
4 3+
5 4+
6 5+
Playing Field: The Attacker sets up the terrain for this mission, while the Defender has the First
Turn. Essentially, for this mission you must reverse the standard Planetstrike rules – for
example, the Attacker may set up across the whole board, and the Defender chooses a Drop
Zone (which must be either of the Short table edges
Epic Scale Battle: In a game of Apocalypse, there are no Force Organisation Charts. However, if
you are playing between two predetermined armies then only additional points may ignore the
chart – existing troops do not change!!!
Ambush!: The Defender does not gain any Stratagems. The Attacker may have 3 Objective
Points to spend upon Planetstrike stratagems, and up to 1 Apocalypse stratagem.
Empire Victory Points is decided by comparing the amount of objectives held by the Defender to the
Points: amount which could have been obtained. For example, in a 6x4 board that would be comparing
those held to 6, and on a 12x4 board it would be comparing those held to 12…

If less than half are held, the Attacker wins. If half are held, it is a draw. If more than half are
held, the Defender wins.

The following merits are available:


- If the Attacker is able to destroy the entire Defending army before they hold any
objectives (4 Empire Points)
- If the Defender is able to take all of the objectives before Turn 5 (5 Empire Points)
- First player to claim five kill points (1 Empire Point)
Mission: Vital Converging of Force Type: Apocalypse/Special
Deployment Attacker Overview
Ambushed a foe. Time to kill ‘em.

Defender Overview
Moving through hostile fire is one of those skills
apparently lacking in your forces, based upon how
easily your army was ambushed. Guess all that’s left
to do is survive
6x4 board

Objectives: The objective is the destruction of each character in the opponent army – whether they are
named or not.
Mission The Apocalypse rules, Planetstrike rules, Apocalypse Stratagems, OPTIONAL Planetstrike
Rules: Stratagems
Random Game Length: The normal Random Game Length rules have changed for this scenario.
At the end of each turn after the fourth, a player must roll a d6 and compare it to this table. There
will never be a Turn 7.
Turn Roll to continue the game
4 3+
5 4+
6 5+
Meeting of Champions: For the purposes of this mission, both armies are entirely Fearless
Converging Force: Regardless of Army positions, when this mission is played you may use any
and all of your Special Characters. Infact, even if you don’t like that idea you may use proxies of
each character under your ownership as simple captains (etc) of their type
Empire Victory Points is decided by comparing the percentages of each player’s lost characters – do this
Points: however you believe to be appropriate. The player who killed more, wins!

The following merits are available:


- First player to lose all of their characters (1 Empire Point)
- Player which kills all of their opponent’s characters (4 Empire Points)
- If any character is killed in Turn 1 by a single unit’s shooting (including retinue. 3
Empire Points)
Phase 4(d)
Endgame Scenario

Introduction
At the end of the campaign, you will require a big mission to finish it. This ranges from a simple
Apocalypse game, to one with special rules. This is why there is an Endgame Scenario – thanks
to the scenario you won’t have to worry =P

Endgame Rules
There are eleven ways that the Endgame scenario will change. This all depends upon the force
that CAUSED the scenario to occur. Here’s a list:
1. The Endgame scenario must contain the two sides that are the best off. These are then
joined by other sides – rounding them out. Remember that it is TEAMS and not POINTS
that matter
2. During the endgame, each player will pool together their forces as much as possible.
There are NO bonuses (other than pride) for keeping things in reserve. ALL armies
become involved. ALL players must take part. ALL will be battered until the game ends!
3. The endgame continues until there is only one force left on the field. Alliances are
allowed, no holds are barred
4. It is recommended, however, that a time limit is placed. The average session lasts from
10 am to 6 pm… so you must start at 11 am and end at 5 pm. Then that’s enough time
to pack up and everything… sweet!

But how about the scenario itself? Be prepared for a big one…
The Endgame Scenario Apocalypse/Special
Deployment This is where the journey ends.
The rules for this scenario describe the final mission.
Your final mission. They are guidelines which are
joined by a definite method to decide who wins

There is no point limit to the game, aside from the


fact that you need to contain as many points
allocated from the campaign here as possible. You
12x4 board can even scale it down, if required

Good luck!

Objectives: The total annihilation of the enemy army. The game will end the moment that there is one clear
side that has won – play until that is so…
Mission The Apocalypse rules, OPTIONAL Planetstrike rules, Apocalypse Stratagems, Planetstrike
Rules: Stratagems, Cities of Death Stratagems
It ends only in Death: The game continues until only one race is left over.
Meeting of Champions: For the purposes of this mission, both armies are entirely Fearless
Converging Force: ALL models which have been used in the campaign, where possible, MUST
be used in this scenario. Nuff Said.
Whose Finale Is This?: The scenario gains additional rules, shown below, depending on who
called forth the Endgame mission
Additional Orks: If it is the Orkish Horde that brought the end of the campaign, then the field is that of
Mission battered stone and spore filled ruin. The side that contains them gains two free ‘Hypertrophic
Flora’ stratagems, and also gains access to the Stompa “Mighty Mangler of Mork”
Rules:
Tyranids: If it is a perilous Hive Fleet that brought the end of the campaign, then the field is
disintegrating even as the game continues! The mission will gain Planetquake additional rules,
and the Tyranid player will automatically gain the Endless Swarm (point cost) immediately for
free, which contains all of his Troop choices

Necrons: Should it be the spawn of the C’Tan themselves who cause this scenario to come forth,
the earth spits up steel and fury every second. The mission gains the Firestorm ability – the side
containing the Necrons counts as an Attacker.

Chaos: If the Chaos forces collide with the planet en masse, then no-one will truly win. Half the
points values used by each side – they are being devoured by Warp Entities. All of the Chaos
troops gain a 4+ Invulnerable Save, and Shield Generators are included as objectives (see
Phase 3 for these rules)

Imperium: If the forces of the Imperium finally get their way and can hold the enemy forces at
bay, then the end is nigh. The side containing the Guard players gains two Scheduled
Bombardment assets… however, the locations are chosen at the beginning of each turn, and not
at the start of play

Space Marines: If the Space Marines are able to hold off the enemies of the Emperor for long
enough, they are incredibly rewarded with reserves… The side containing the Space Marines
may take an additional 2 Stratagems, of which one must be a Space Marine unique asset

Tau: Should the Tau Empire gain a sizable asset upon this galactic resource, they shall choose
to consolidate the acquisition. The side containing the Tau will gain Stubborn and may choose
the deployment of the terrain. For the Greater Good

Eldar/Dark Eldar: It matters not which Eldar force holds the key to the Endgame, for both will use
the world in the same way. The side containing these sides (both in the same place) will take
control of d6 units of their choice at the games start, and the whole side gains the Deep Strike
special rule
Victory The objective is obvious, and will not be described here. Instead, there is only a list of Merits.
Conditions: This decides the overall winning player:
- The Player with the highest kill count (model wise) – 3 Points
- The Player with the highest kill count (kill points) – 4 Points
- The side which won the game – 5 Points
- The side which lost the game – 1 Point
- For each tile that player controlled at the Endgame – 1 Points
- For each player in the team at the Endgame (if applicable) – 1 Point
- For each player that was knocked out by him – 1 Point
- Narrative Bonuses – X Points

Thank you for playing the campaign!


Appendix 1
Character Campaign Rules
As part of the campaign, various characters, special and standard
gain bonuses. These are described here
Tactical Like the Wind Demented
A character with this rule gives +1 to A character with this rule may Force A character with this rule forces the
the army strategy rating March one square opponent to re-roll all morale tests –
successful or not
Speed Assault Swift Offensive
A character with this rule may A character with this rule may Force A character with this rule must be the
choose to end the game March two squares attacker – this overwrites Defensive
IMMEDIATELY on turn five as well
Relentless Defensive Ancient
A character with this rule does not A character with this rule may A character with this rule gains the
allow his army to be destroyed when choose who is the attacker or Battle Forged Heroes rule – see Cato
it reaches 25% starting strength – defender – do not roll unless the Sicarius in the Space Marines codex.
only move it other army also has a Defensive Please note that the chosen rule may
character be given to any unit not just tactical
marines
Diehard Frenzy Notorious
A character with this rule is not killed A character with this rule gives his Whenever this character has line of
in battle – return him to the team army the special rules ‘Fleet’ and sight to a friendly unit which has
Starting Tile instead ‘Rage’. However, at the beginning of failed a Morale Test (of any sort),
each turn, each unit may make a that failed unit may immediately re-
leadership check – if passed, the unit roll it at Leadership 8 (or higher,
will ignore the Rage special rule. dependent on their actual Ld)
Taskmaster Legend AVATAR
A character with this rule forces the A character with this rule always A character with this rule is
opponent to play an additional game causes Instant Death, and counts as also ‘Taskmaster’, ‘Diehard’,
before their tile is claimed – this is both Relentless and Defensive
resolved separately from the and ‘Tactical’
Campaign Phase for speed reasons

Rules which are identical to those in a pre-existing codex are NOT


overwritten – these are completely separate

Space Marines – AGGRESSIVE Imperial Guard - DEFENSIVE


Pedro Kantor – Relentless Ursaker Creed – AVATAR
Cato Sicarius – Swift / Ancient (two units benefit) Iron Hand Straken – Frenzy
Marneus Calgar – Defensive Nork Deddog – Defensive
Korsarro Khan – Swift / Offensive Commander Chenkov – Taskmaster
Vulkan He’Stan – Notorious Knight Commander Pask – Tactical
Ortan Cassius – Ancient / Diehard Captain Al’rahim – Like the Wind
Kavann Shrike – Speed Assault Commissar Yarrick – AVATAR
Darsath Lysander – AVATAR
Space Wolves – AGGRESSIVE Blood Angels – AGGRESSIVE
Logan Grimnir – AVATAR Commander Dante – Legend / Diehard
Ragnar Blackmane – Swift / Offensive Astorath the Grim – Frenzy / Offensive
Canis Wolfborn – Demented / Speed Assault The Sanguinor – AVATAR / Diehard
Bjorn the Fell Handed – Tactical / Diehard Master Gabriel Seth – Diehard / Speed Assault
Njal Stormcaller – Ancient / Defensive Chief Librarian Mephiston – Notorious
Lukas the Trickster – Notorious / Diehard Brother Corbulo – Diehard / Tactical
Eldar – DEFENSIVE Dark Eldar - AGGRESSIVE
Autarch – Tactical Vect – Demented
Farseer – Like the Wind Lelith – Like the Wind
Yriel – Offensive Rakarth – Taskmaster
Phoenix Lord(s) – Legend Drazhar – Like the Wind
Ulthuan – Diehard Kruellagh – Tactical
Chaos Space Marines - Chaos Daemons - AGGRESSIVE
Skarbrand – Frenzy
AGGRESSIVE Skulltaker – Frenzy
Abaddon – AVATAR
Ku’Gath – Relentless
Typhus – Ancient
Epidermus – Defensive
Kharn – Frenzy
The Masque – Swift
Lucius – Notorious
Fateweaver – AVATAR
Huron – Speed Assault
Ahriman – Tactical
Tyranids – AGGRESSIVE Orks - AGGRESSIVE
All Tyranid Characters have the Diehard rule Ghazghkull Thraka – AVATAR
The Swarmlord – Defensive / AVATAR Old Zogwort – Demented
Hive Tyrant – Tactical Mad Dok Grotsnik – Offensive
Doom of Malantai – Legend Wazdazza Gutsmek – Swift
Deathleaper – Swift
Parasite of Mortrex – Aggressive / Swift
Necrons – BALANCED Other Space Marines -
Nightbringer – AVATAR / Frenzy
Deciever – AVATAR / Tactical (yes, +2 to your rating)
AGGRESSIVE
Helbrecht – Tactical
Grimaldus – Taskmaster
Azrael – AVATAR
Belial – Offensive
Sammael – Swift/Speed Assault
Ezekial – Like the Wind

Aggressive Balanced Defensive


Required: Required: Required:
1 HQ 1 HQ 1 HQ
2 Troops 2 Troops 2 Troops
Optional: Optional: Optional:
2 HQ 2 HQ 2 HQ
5 Troops 6 Troops 4 Troops
4 Fast 2 Fast 3 Fast
4 Elite 3 Elite 3 Elite
2 Heavy 5 Heavy 3 Heavy
Appendix 2
Army Campaign Rules
As part of the campaign, various armies gain bonuses
These are described here
Chaos (All) Dark Eldar
Chaos Players begin the campaign with an additional Dark Eldar always Attack. Conquered tiles may not be
1000 points upgraded, but produce 250 points per turn automatically
Eldar Inquisition
All forces must contain at least one Autarch, or Each turn, the Inquisition gain 100 points per other player
equivalent (e.g.: Phoenix Lord, Yriel…). All units gain in the campaign. This is doubled for Imperial players
Acute Senses and Stealth (those already with Stealth +1
to their bonus). All Eldar Armies may Force March an
additional tile for no rolls
Imperial Guard Necrons
All conquests require 1 more point. All upgrades require It requires one more battle than usual for Necrons to
1 less point progress up the Morale Table. All weaponry operated by
the Necrons gains +1 Strength and +1 AP (AP 5 -> AP 4)
Finally, all models with the Necron special rule gain
Stubborn automatically
Orks Space Marines
Orks gain 2 points per win, and 1 point per draw – ignore Space Marines may choose the direction that their army
the usual gains. Each army may make 2 conquests per moves when they are meant to be destroyed. It requires
turn, instead of the usual one 2 additional points to claim a Space Marine tile
Tau Tyranids
When destroyed, Tau armies may ‘recycle’ 10% of their Special Features upon Tyranid claimed tiles are removed
points to an adjacent tile (if this creates a new army, it upon conquest. Tyranids ignore effects that would
does not need to be legal, but the player should try to normally stop them from targeting tiles
regardless)
Appendix 3
Technology and Tiles for Planetary Empires
Space Port Starting Tile. All other Space Manufactorum At the beginning of each
Ports controlled by the same Campaign Phase, roll a d6
team as you count as and multiply it by 100. Then
adjacent tiles for the purpose multiply by the amount of
of movement and conquest Manufactorums you control.
These are bonus points for
Start Cost: 0 this turn
Upgrade Cost: 3
Upgrade Cost: 3
Command See the August White Dwarf Hive City Base Tile (upgraded Starting
Bastion in 2009-08-04 Tile). Benefits from Space
Port, Defence Line, and
Upgrade Cost: 3 Manufactorum

Upgrade Cost: Space Port


required. Add 4 Points

Defence Lines See the August White Dwarf Power Adjacent Tiles always have
in 2009-08-04 Generator 5+ Cover Save during games
– this affects all units
Upgrade Cost: 2
Upgrade Cost: 3

Tyranids ONLY All adjacent tiles have the Eldar ONLY Counts as Space Port. D6
Spore Chimney Stratagem ‘Look to the Webway Portal units in each game you play
Heavens’ auto applied gain the ‘Deep Strike’ special
rule
Upgrade Cost: 2 Upgrade Cost: 3
Space Marines Base. Counts as Sacred Imperial Guard While active, and connected
ONLY Ground and Command ONLY with Defence Lines in a
Bastion network, tiles within are
Chapter Fortress Scout Post unattackable and may only be
Upgrade Cost: 3 moved through by allied
armies

Upgrade Cost: 2 (1)


Dark Eldar ONLY Used on enemies. After 2 Necrons ONLY Starting Tile. Half of all
Gateway to turns, the tile this is used on Tomb Site casualties return to this tile
is removed immediately. May be
Commoragh upgraded with Space Port
Upgrade Cost: 3 capabilities

Upgrade Cost: SP 3
Chaos Daemons Starting Tile. Counts as Hive Tau ONLY Adjacent Tiles may not be
ONLY City. Remove automatically Area Denial captured, and require a 4+ to
halfway into the campaign – be moved through by enemy
Warp Rift replace with a normal Space Node armies
Port

Upgrade Cost: FREE


Chaos ONLY Command Bastion. Empire Orks ONLY Counts as Defence Line. All
Spire of Fear Points to capture adjacent Rok Site adjacent tiles have ‘Rok Em’
tiles is doubled for enemy auto applied
armies
Upgrade Cost: 3 Upgrade Cost: 4
Inquisition ONLY Used on enemies. Remove Inquisition Used on enemies. Remove all
Bombardment all terrain etc on the tile. The ONLY enemy presence from the tile.
site becomes vacant It becomes yours
Site Sanctioned Site
Upgrade Cost: 3 Upgrade Cost: 5
Appendix 4
Morale Chart
The Morale Chart is used to determine the effects of ‘over campaigning’
with an army. The more games that a force plays than opponents, the more
that armies will be worn down and the greater the effects of loss and
casualties

Each time you play a game, look at this chart:


- For each victory, you will remove 25% of your casualties that were
sustained in game
- For each draw, you will remove 50% of your casualties that were
sustained in game
- For each loss, you will remove 75% of your casualties that were
sustained in game

Then…
Games More Additional Casualties Leadership Modifiers
0-1 None None
2-3 10% additional Lose 2 Leadership on all units
4-5 20% additional Lose Stubborn as well
6+ 30% additional Lose Fearless as well
In addition, effects such as Synapse will become half as effective – for
example, Synapse requires a 9 inch distance, and the Ork Mob Rule will
require 20 models for Fearless

In Orks, the Games More becomes 0-2, 3-4, 5-6, and then 7+
In Necrons, the Games More becomes 0-3, 4-5, and 6+. There is no fourth
row for this race.
Appendix 5
Additional Stratagems within the Campaign

Apocalypse
Orks – Da Big Thump Imperial Guard – Reckless Drive
Roll all of your reserve rolls at once, and allocate them All Guard Infantry and Cavalry units may Deep Strike.
as you desire. All units brought on this way may Outflank However, if they do so then they will need a Mishap roll
Eldar – Psychic Tumult Space Marines – Awesome
Roll as reserves. All enemy psykers on the field
immediately take d6 Perils of the Warp tests each
Tactician
Before the game begins, you may re position d3+3
enemy units of your choice
Dark Eldar – Horror from Beyond Tyranids – Never Forget the
All units which are not in buildings must take a Pinning
Test at half leadership – Fearless or not. In addition,
Second Wave
D6 units gain the Without Number special rule, even if
make two Splinter Cannon attacks as well – auto hit.
they would not usually use it. No HQ choices may take
advantage
Tau – Darkfire Grenade Necrons – Eonic Orb
As a vortex grenade, except that all units hit by this Keep count of all casualties. Once they meet 75+, all
grenade take D6 Strength 8, AP 2 hits Necron units gain Feel No Pain, a 2+ Save, a 5+
Invulnerable, and have Initiative of 5
Chaos – Traitor in the Midst Imperium – Objective Override
2 Stratagems. Reveal before the game. The opponent Reveal before the game begins. You may choose the
must tell you all their Stratagems. Then pick one – you objective placements, and the deployment zone sizes
may use it instead of them
Chaos Daemons – Cultists Within, ALL – Lo there is an Ending!
Daemons Without The Game Immediately Ends
Daemons count objectives as Icons. On the turn that any
Daemon comes in, they may use Heroic Intervention
against defending units

Planetstrike: 2 Points
Orks – Rok ‘em Space Marines – Honour or Death
Roll as reserves with the following exception – this All units gain Furious Charge, Rage, and Fearless.
always comes in on a 4+. This is resolved as d3 However, if they fail to win the combat then DOUBLE the
Firestorm hits – Strength 10 AP 2 No Retreat! Saves
ATTACKER DEFENDER
Eldar – Gravity Bind Tyranids – Look to the Heavens
This turn, each unit on the board must take a This turn, all enemy units must take a Dangerous Terrain
Dangerous Terrain test. If less than a 3 is rolled, then test before each action (Move, Shoot, Assault etc)
the unit is forced to take a Deep Strike Mishap test EITHER
DEFENDER
Dark Eldar – Carrion Call Necrons – Phalanx Formation
All defenders take a Morale Check. If passed, then the Select a single Monolith. It becomes Immobile (as
unit is pinned with no Cover Save benefit another objective), but triples it’s Gauss Flux Arc range,
ATTACKER and counts as a Resurrection Orb
EITHER
Tau – Patient Hunter Imperium – Bodies before All
All Tau units have Hit and Run special rule. Kroot and 2d6 units may take Carapace Armour for free
Stealth Suits MUST Outflank – they have the Fleet of EITHER
Foot special rule
EITHER
Chaos – Fear a Weapon Chaos Daemons – Stable
All Chaos Units are Stubborn. In addition, they count
their weapons as Twin Linked when firing at Imperial
Composition
D6 units DO NOT NEED TO DEEP STRIKE
troops
DEFENDER

Cities of Death:
Orks – Def Dakka Space Marines – Thunderfire
Roll as reserves with the following exception – this
always comes in on a 4+. Roll a d3. Then select that
Barrage
Declare when the opponent brings in reserves. That
many buildings. Then roll another dice…
reserve is pinned, and takes 3d6 Strength 6, AP 5 hits
On a 1-2 Nothing
EITHER
On a 3-4 it is Destroyed!
On a 5-6 it EXPLODES!
EITHER
Eldar – Sublime Withdrawal Tyranids – Synapse Overload
Select an objective building. All units within 12 inches Use on any turn where there is no Synapse. All Tyranids
must take a Deep Strike Mishap roll double their leadership, and gain Fleet of Claw
EITHER EITHER
Dark Eldar – Splinter Strike Necrons – This World is Ours
All defender units within objectives take 3d6 Strength 3, All Gauss weapons used on buildings become Strength
AP 4, hits which cause Pinning 8, AP 6
ATTACKER ATTACKER
Tau – Precise Blow Imperium – Approved
Select a single objective. All shooting directed against
that building or any unit within 12 inches is Twin Linked
Bombardment
Pick a single type of Orbital Strike in an Inquisition codex.
ATTACKER
Immediately make d6 such strikes
ATTACKER
Chaos – Daemon World Imperial Guard – Fortress Built on
All attacker units which enter terrain automatically take
2d6 Strength 4, AP – hits
Flesh
Select a single building, and a single Infantry Platoon.
DEFENDER
The first time that said platoon dies within 6 inches of that
building, it returns from Reserves the next turn
DEFENDER
Phase 1 – Planetstrike
1. Decide who is Attacker and Defender

2. Each Player rolls dice equal to their Strategy Rating, to decide who
rolls for the mission

3. The Player who won rolls 2d6 on this table. They may modify the roll
by up to their Strategy Rating
Roll on 2d6 Mission
1 or 2 Re-roll. Add 1 to next dice roll
3 PS: Planetfall mission
4 PS: Seize and Destroy mission
5 PS: Planetquake
6 PS: Roll a d6, and pick from Planetstrike rulebook
7 Roll 2d6 and pick the highest
8 Roll a mission from the Standard Rulebook. Use the PS special rules
9 Custom: Vanguard
10 Custom: In Flux
11 Custom: Into the Vortex
12 Attacker may choose mission from list above
Above 12 Defender may choose mission from list above

4. Each player selects their stratagems and the Defender sets up the
terrain

5. Play the game

6. Record Empire Points and identify changes in Tile Ownership


Phase 2 – Planetstrike

1. Decide who is Attacker and Defender

2. Defender rolls for mission type. Then, Attacker rolls for the mission
Defender (d6) Mission Type
1-2 Normal Game
3-4 Special Mission
5 Roll 2d6 and consult table below
6 Attacker chooses from table below

The Roll
If d6 If 2d6 Mission
1 2 Pitched Battle/Seize Ground
2 3 Spearhead/Seize Ground
3 4 Dawn of War/Capture and Control
4 5 Pitched Battle/Annihilation
5 6 Spearhead/Capture and Control
6 7 Defender Chooses
6 7 Defender Chooses
1 8 Themed Mission (custom)
2 9 Themed Mission (custom)
3 10 Dawn of War/Seize Ground
4 11 Play Vanguard (custom)
5 12 Cities of Death mission (custom and/or book

2. If playing mission that requires it, pick Stratagems

3. Play the game

4. Record Empire Points, and identify changes in Tile Ownership


Phase 1 – Planetstrike
1. Decide battlefield

2. Each Player rolls dice equal to their Strategy Rating, to decide who
rolls for the mission

3. The Player who won rolls 2d6 on this table. They may modify the roll
by up to their Strategy Rating
Roll on 2d6 Mission
1 or 2 Re-roll. Add 1 to next dice roll
3 Play basic Apocalypse Mission
4 Play Into the Vortex (custom)
5 Play Siege from the Space Port (custom)
6 Roll a basic mission from the Standard Rulebook
7 Roll 2d6 and pick the highest on this table
8 Play Mass Migration (custom)
9 Play Vital Converging of Force (custom)
10 Play Planetfall mission (PS)
11 Play Cities of Death mission (custom)
12 Attacker may choose mission from list above
Above 12 Defender may choose mission from list above

4. Each player selects their stratagems as appropriate

5. Set up terrain and play the game

6. Record Empire Points and identify changes in Tile Ownership