Extremely Rough 40K Campaign Rules
These rules are incomplete and contain many spelling and grammatical errors.
40K Campaign Rules
Version 0.1
Overview and Army Selection
These rules will cover campaign rules to connect games of 40K. There will be two main campaign types detailed here, including Story and Map based campaigns.
Army Selection:
1) Choose up to two codices within a single Faction
2) Choose a main Chapter, Legion, House, Sept, Klan, etc from each codex
All campaign games will use the current ‘Matched Play’ rules and adhere to all of the rules and standards of a Matched Play game. This means that army selection must adhere to the ‘Battle Brothers’ rules. All players must continue to play the same general faction (Imperium, Chaos, Aeldari, Tau, Tyranid, etc) for the length of the tournament, unless an exception is allowed by these rules. Furthermore, a player must declare that they will be utilizing no no more than two separate codices for their ‘main’ armies within that faction (for example a player could use Codex Heretic Astartes and Codex Death Guard as their two primary armies under the Chaos faction).
A player may pull from other codices within their faction but they must always field one detachment from one of their primary factions before including a detachment from another codex. For example, the above Chaos player could bring a detachment of Daemons for Codex daemons, but they would first have to field a detachment of either Chaos Space Marines or Death Guard.
There are no limits or restrictions on changing up the Chapters, House, Septs, Klans, etc within a single codex between missions. However, the player must declare up to two “main” armies that they will be playing as throughout the campaign for the purpose of maintaining and developing player-made heroes. For example, the above Chaos player could choose Black Legion and Death Guard and from then on all player-created heroes or units can only be from those Chapters.
Campaign Rules Overview
The campaign will take place over many turns, until a win-condition is met by one of the players. The ‘Campaign Turn’ includes multiple steps for each player, with the possibility for a battle to determine who can “claim” a space on the hex map.
Base of Operations
To begin, each player takes turns selecting a single hex somewhere on the map that is at least five hexes away from another player’s hex. Once each primary hex is selected the player then automatically claim the six hexes directly touching that primary hex. These seven hexes make up the players Base of Operations.
The seven hexes that make up a players Base of Operations provide certain benefits to that player as long as they control those hexes. Please note that any battle for a Base hex should be played as a standard 2000 point match. The Seven spots and their benefits are as follows:
1. Headquarters (HQ): The headquarters must be the central Base of Operations hex. A players headquarters allows that player to continue participating in the campaign. If the HQ should ever be captured, that player is immediately removed from play and play continues with the remaining player if they all agree. The HQ hex is very hard to capture under normal circumstances and provides the following bonuses should a battle be staged there:
- The defending player goes first, chooses the size of the game, and chooses their deployment zone (although the attacker can attempt to seize the initiative on a 6). The defender also controls the placement of all of the terrain and may place any available terrain anywhere on the board but must leave reasonable movement and sight lines throughout the board. Furthermore, the defender may field 100 points of additional forces for every Base of Operations hex that they still control around their HQ hex, up to a maximum of 700 points. If the defender no longer controls any surrounding Base hexes they must field 100 points less than the attacker.
- All heroes and characters can take part in a HQ battle, even if they have been wounded or slain previously.
- The defender must suffer an artillery bombardment on the first battle turn. (refer to Stronghold attack rules)
2. Communications Array (CA): The communications array allows a players army to communicate not only with units on the planet, but also with their ships in orbit. It provides the following benefits:
- The player will know the factions and armies that they are playing against. Exact makeup and units within the army will still be a mystery, but they will know which Faction and Legion/Chapter/etc that will be brought to bear against them and be given time to adapt their army or tactics accordingly. If the CA is captured by another player, the player loses this benefit and will not be given knowledge of his enemy.
- The CA allows for the use of any stratagem or ability that calls an attack down from space. If lost, the defending player can no longer use Stratagems’ such as Orbital Strike.
- If a players Communication Array hex is attacked, that player may choose to have any and all of their units arrive via deep strike or be placed in reserve and come in from a table edge using the usual reserves rules. The defending player may also bring in reserve units for the entire length of the game.
- If a player no longer controls a Communications Array, they must roll a D6 anytime a unit in their army deep strikes in. On a roll of a 1, that unit suffer one mortal wound.
3. Naval Operations (NO): The Naval Operations hex allows players to field flyers. If lost, a player cannot field flyers in any match.
-If the Naval Operations hex is attacked, the defending player may field up to 10% of his force in additional Flyer units. Note that this may be used in the form of a “discount” on flyer units. (In a 2000 point game, the player would get 200 point in flyers, or take 200 point off the point cost of flyers) If the defending player does not have the appropriate flyer units, they may instead opt for Naval bombardment of the attacker on each game turn.
-Naval Bombardment: At the beginning of the defenders movement phase, roll a d6 for each attacking unit. On a 5+ that unit takes D3 mortal wounds. This effect lasts until the end of the game.
4. Armory (AR): The Arsenal hex allows players to field Lords of War. If lost, a player cannot field Lords of War in any match.
-If the Arsenal hex is attacked, the defending player may field up to 10% of his force in additional Lord of War support. Note that this may be used in the form of a “discount” on a Lord of War unit. (In a 2000 point game, the defender can take 200 point off the cost of a Lord of War). If the defending player does not have the appropriate Lord of War units, they may instead opt for an Artillery Bombardment.
-Artillery Bombardment: At the beginning of the defenders movement phase, roll a d6 for each attacking unit. On a 5+ that unit takes D3 mortal wounds. This effect lasts until the end of the game.
5. Barracks (BA): The Barracks hex provides a player with more options for movement on the campaign map.
-Controlling a Barracks hex allows the player to expand their territory by two spaces on each expansion phase. However, only one move of the two can trigger a battle, so they may not try to capture two hexes controlled by another player.
-If a player loses their Barracks hex, they may not use any strategems that allow their units to be removed from the table and then be redeployed elsewhere. This includes strategems such as ‘Unstoppable Green Tide’ and ‘Tide of Traitors’.
-If a Barracks hex is attacked, the defending player can redeploy any slain Troop units at the beginning of any of their turns. This ability lasts the length of the battle. Furthermore, the defender may field up to 10% of his force in additional troops choices. These forces must be from the players main detachment. Note that this may be used in the form of a “discount” on Troop units. (In a 2000 point game, the defender can take 200 point off the cost of troops).
6. Allied Operations Center (AO): The Allied Operations hex allows more free use of allied armies as they may be allowed within a players chosen faction.
-Controlling an Allied Op hex allows a player to bring more than one detachment of an allied force. They may field two or more allied detachments as long they are still fielding one detachment from their main force.
-The AO hex also allows “Allied Limited” armies to take one approved allied force, while adhering to all of the usual restrictions when fielding allies for “Allied Limited” armies. This hex also allows all other armies to field any mercenary forces or characters that they may have found throughout the course of the campaign.
-If the Allied Operations Center hex is attacked, the defender may field up to 10% of his force in additional allied forces. These forces may not be from the players main detachment. Note that this may be used in the form of a “discount” on Allied units. (In a 2000 point game, the defender can take 200 point off the cost of allies).
7. Power Relay (PR): The Power Relay hex allows a player to receive the benefits of any Expanded or Forward Base hexes that they capture throughout the course of the campaign.
-If a player loses their Power Relay hex they may no longer have the benefits of any Forward or Expanded base hexes that require power to operate.
-If the Power Relay hex is attacked the defending player may field up to 10% of his force in additional Heavy choices. These forces must be from the players main detachment. Note that this may be used in the form of a “discount” on Heavy units. (In a 2000 point game, the defender can take 200 point off the cost of Heavy units).
The Campaign Round and Initiative
Every Campaign round begins with all player rolling a D6 for initiative to see who goes first, second, third, etc in that round. This D6 roll is always modified by the following factors:
-If a player lost a battle in the previous battle round, they apply a -1 to their initiative roll
-If a player controls a hex or has a bonus that adds or subtracts from their initiative roll, that is also applied.
Once initiative order is determined, then the Player’s turns begin.
Player Turn
A player’s basic turn includes three main actions that must be taken in the following order: Expansion Move, Raid Move, and Battle.
After any battles, all player’s tally up their victory points and all benefits or restrictions of gaining or losing hexes are applied.
Expansion Move
The Expansion Move respresents an army moving across the planet and spreading out from their base to capture and control more territory for its strategic importance.
During this phase, the player makes one expansion move, or makes two expansion moves if they control a Barracks. The player must move to a hex that is directly adjacent to a hex that they already control. The bonus move that is afforded by the barracks must be to a hex that is connected to a players Base of Operations.
If a player moves into a hex that is controlled by another player, they trigger a Battle and will skip their Raid phase that campaign turn and go straight to their Battle phase.
If the hex that is captured provides any benefits to the moving player, these benefits are automatically and instantly applied to that player. If moving to a hex triggers an event, then that event is immediately resolved. Expansion moves must be taken one at time.
Raid
The “Raid” action represents an armies mobile strike force moving to a distant part of the planet to strategically capture territory. Note that if a battle was already triggered with an Expansion move, that players Raid phase is skipped, and that player immediately moves to the battle phase.
Any space on the map can be raided.
-If a hex controlled by another player is raided then a battle is triggered for control of that hex.
-If an unoccupied hex is raided by a player they gain the benefits, or resolve the events of that hex immediately unless a player choose to counter that players move.
Counter: After a player chooses a hex to Raid, the other players may choose to counter assault, and a battle is then triggered on that hex. Players can only counter a raid if they did not already trigger a battle with a raid or a counter-raid earlier in the campaign round. All players that who countered on a given turn cannot raid on their turn. They must wait until the next campaign round.
If the hex triggers any battle events or actions then both players must deal with all applicable effects during their battle.
Battle
Battles are fought for control of a hex. Battle use all standard Warhammer 40,000 rules. The type, size, and special rules for the battle are often determined by the hex. Forces can be modified by the competing players Base of Operations bonuses or restrictions, as well as other bonuses that they have gained throughout the campaign.
End of Campaign Round
At the end of each campaign round, all victory points are tallied and players are ranked. If a player has met any campaign victory conditions, then the campaign is concluded at the end of the battle round.
Victory Conditions
Victory conditions for the campaign are determined before the campaign commences and can vary from campaign to campaign. The most common victory conditions are:
- Reaching a set amount of victory points
- Finding and capturing particular hex’s
- Eliminating all opposing players
Campaign Map Rules (Mystery Hex and Base Boost version 1.0)
This version of the campaign map allows for 20 of the hex’s to be a mystery to the players until a player moves to them through expansion or a raid move. It also has hex’s that boost or upgrade a players base or abilities. The final type of hexes are 1 or 2 victory point hexes.
In a three player campaign, the players would agree on placing of:
-20 mystery hexes (which are indicated by a ?)
-2 each of hexes that upgrade their Communications Array, Naval Operations, Armory, Barracks, Allied Operations, and Power Relay.
-the remaining hexes are all 1 or 2 victory points, determined randomly, hex by hex
Base Boost Hexes
Communications Tower (COM):
Airstrip (AIR):
Arsenal (ARS):
Stronghold (STR):
Allied Fortress (ALL):
Power Station (PWR):
Warhammer 40K Campaign Updates Coming
Pointless Blog Post Here!
Alastor and the Races
Alastor Continents:
Yrtho: Main continent. Huge with many seas and rivers. All major races have their main strongholds and seats of their kingdoms on Artho, except for the Undead and Dark and Wood Elf races.
Brighm: The great frontier. Hundreds of miles of mostly untouched plains and forests. The Wood Elves came to Brighm a thousand years ago to make their own way and be closer to nature. The ancient Human kingdom of Lordmare once dominated the planet and existed on Brighm, until the combined might of all of the "good" races toppled it. Lordmare was ruled by the great Necromancers that still to this day rule the many scattered Undead lands.
Hestul: The Jungle and desert. The land of huge beasts and ancient natural dangers. Hestul is where the Dark Elves escaped to when they were driven off of Yrtho by the High Elves centuries ago.
The Bone Islands: Dozens of large islands that the Necromancer kings have occupied between Brighm and Yrtho. Huge castles and keeps rise on cliff faces while fleets of undead pirates scour the seas below. The Necromancer Kings magics are so powerful, that the other races of Alastor keep a truce with them that has lasted hundreds of years. While there have been small feuds, the living and the dead have been at peace for a long time and largely leave each other alone.
Alastor Races:
Human: Classic humans. Any background and character concept is possible. Major human kingdoms are the most powerful kingdoms in the world, besides maybe the combined might of the Elven Kingdoms. Human cities are fairly concentrated to the mainland of Yrtho, but some exist on the other continents.
Elf (High, Wood, Dark): High Elves are the most common and are also the most removed from nature. They have three giant cities on the northern, eastern, and western mainland of Artho, as well as many small settlements across the seas in the wild continents and beyond. Wood Elves and Dark Elves both broke away from the High Elven society long ago and took up on different continents.
Dwarf: A race that has grown more and more rare and insular. Although there are many dwarves in some communities, they are seen less and less in recent days.
Undead (Bone): To be able to interact in civilized society, an Undead being would have to be approved by the Elven High Council and granted special traveling permissions and carry a badge and cover themselves, so as not to disturb normal people. Only 100% skeletal undead can ever get approved for traveling status.
Tinker Gnome: Tinker gnomes are a scattered, but very connected race. Long ago, gnomes would come to towns in groups and set up shop to sell their wares and technology. The main "seat" of the gnomes is a massive fortress at the dead center of the continent of Yrtho. They are capable of building a huge array of technology.
Elimus Races:
Human: Humans of Elimus are just as varied as humans of Alastor. Most humans that came to Alastor can be grouped into three seperate distinctions.
-The Zedd are the "good" humans. They are very technologically advanced and have good balanced intentions on Alastor. Their King, Rikon Zedd, wants the refugees from Elimus to live in harmony with the people of Alastor.
-The Rasters are the scavengers and junkers of Elimus. They often live their lives entirely on great ships or space stations.
-The Shadow Legion: The remnants of a human kingdom that was very recently defeated and nearly completely dismantled by The Zedds. They are a militaristic, fascist state that believes in purity and strength. They were known to go into battle in giant mechs.
Elf (Light, Moon): Both Light and Moon Elves are incredibly rare. They are extremely technologically advanced races who grew so far away from the roots of their beings that they almost completely were wiped out by their own destructive technologies. They lost the ability to procreate centuries ago, and now rely on cloning and artificial birth. They almost destroyed one another, and then destroyed almost all of their deadly weapons and technologies. Many Light and moo Elves have implants and hidden technologies that they deactivated long ago.
Halfling: Halflings are strong allies to the Zedds and make excellent pilots and spies. They do not have a main "seat" in this world and live in fairly large amounts around humans.
Shade: Shades are a new people to Elimus. One year before Elimus's destruction, thousands of these bleach white skinned humans woke from their ancient technologically schrouded tombs and slumber and came out into the world. They came to the Zedds to make peace and declare themselves as the ancient remnants of a long forgotten civilization. They aren't undead, but their "husks" are not normal living material. They hold many secrets, although they don't seem to know who they were or why they woke up. They flew their giant tomb ships to Alastor.
Akkad (Robot): Decades ago Dr. Enson Akkad invented the perpetual Khidro vault and used it to power advanced automatons. The essence of the Khidro, trapped in the vault, eventually creates an intelligent being, with its own thoughts and ability to process and feel. There are many distinct models of Akkad robots that I will go into later, but they all feature extremely advanced technology that is slowly unlocked as the Khidro vault adapts and upgrades itself through experiences.
Gheisari (Ancient Construct/Doll): The Gheisari are the result of humans trying to cheat death. Now, Ghesiari creation is forbidden, but thousands of years ago, most, if not all humans, would have themselves transferred to a Gheisari doll or golem. They are rare, but they are highly sought after for their wisdom and strange abilities. Ghesisari go through life cycles and will go to sleep for decades or centuries and awaken at some seemingly random time with only fragments of what they once knew remaining. The Zedds (and the Elves) keep safe a great collection of "sleeping" gheisari that could awaken at any moment.
On The Destruction of Elimus and Balancing the Two Worlds
A big part of the new Zethus setting is the meeting of the refuges from the technologically advanced planet of Elimus and the fantasy races of the more magic dependent people of Alastor.
Alastor depends of magic of many kinds for power, where Elimus drew from the planet itself through one of thousands of Khidro (or Khi) vents. Khidro is a glowing blue gas/liquid that is legends dictates was the by-product derived from the rotting carcass of a god at the core of Elimus.
Elimus had been developed for far longer than Alastor, and might have even taken civilisation over to Alastor thousands of years ago when magic was banned from Elimus. There are stories of an ancient war in which all magic and god worship was wiped out in favor of worship and reliance on Khidro. There is also a legend that the great mages of Elimus (after being given a tip by a god) escaped millions of miles through space to get to Alastor, and rebuilt civilisation there.
The exact reasons for the destruction of Elimus will remain shrouded in mysery for the time being, but there is one thing that every being on Elimus knows: The Khidro vents started to erupt. Blue, explosive energy started to spill onto the planet and engulf everything. The Elves say that it was from over-drilling, the Humans say that it was the wars thats had raged on and on and the destruction of the planet, but either way everyone got the message and got off the planet.
The people of Elimus found out about Alastor through the Human leader Rikon Zedd. Rikon is the King of the largest collection of humans and has not shared word of where he heard about Alastor, apparently sworn to secrecy. He openly shared the coordinates of Alastor with all of Elimus's peoples, even his and the planets enemies, even inviting some of them aboard his ships.
The people of Elimus had just a few days to abandon the planet and take off into space. They had not played around and explored into space and with space flight due to the abundance of asteroids and gas giants around them. Rikon shared a trajectory and flight plan that would safely get everyone through the dangers around the planet. Some of the other races and species of Elimus were exterminated when the planet exploded, while some others took different ways to Alastor, once they found out about its presence. Still, some of the less trusting races didn't follow Rikon Zedd to Alastor, but instead took off in their own direction into the solar system.
The bulk of the beings that landed on Alastor have been kind to natives and haven't sought to change the way of life on Alastor. Some evil races set up shop and have already allied themselves with evil races and began gaining strength to take some of the planet.
Almost all of the technology from Elimus ran on Khidro, so as things start to wear out and break, many of Elimus's weapons and vehicles stop working. Only devices with expensive Khidro perpetual vaults can keep working for the long term and even in that case, cannot be damaged and have to be maintained.
The Akkad (robot) all have their own Khidro perpetual vaults, so they have kept working, but some of the people of Alastor see them as an affront to god and nature. The Shades and Gheisari don't run on Khidro, but are magical beings from Elimus' mysterious past.
Balance between the two worlds will be maintained by matching magic powers to Khidro powered items and good, balanced Dming.
Races and Planets for Zethus Campaign
Solar System/Plane: Zethus
Fantasy Planet: Alastor
Races: Human, Elf (High, Wood, Drow), Dwarf, Undead (Bone), Tinker Gnome
Sci-Fi Planet (Destroyed): Elimus
Races: Human, Elf (Light, Moon), Halfling, Shade, Akkad (Robot), Gheisari (Ancient Construct/Doll)
Notes on the new rpg setting
-Two worlds in the same solar system. One is classic fantasy with a dependence on magic, the other is a technologically advanced planet. The power players or gods of these realms made sure that the two planets never interacted with one another.
-The advanced world is completely destroyed, but not before thousands of refugees of all kinds and species get off the planet. The leaders are all given the coordinates to the fantasy realm in the final days of the planet.
-The trip from one planet to another, takes awhile, so some time has passed. Now the fantasy world has to deal with an influx of people and strange technology.
-The advanced technology doesn't have the same materials on the fantasy planet to run them, so alot of the systems and technology just doesn't work or breaks down. Some of the people from the sci-fi planet kept going into the solar system.