Warhammer 40,000: Homebrew Planetary Empires expansion

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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

description

Herald of Nurgle's extremely stupid Planetary Empires expansion. Contains new stratagems for each race, new missions and many other things. Blah blah GW owns this not me seeing as it's their game and all :P

Transcript of Warhammer 40,000: Homebrew Planetary Empires expansion

Page 1: Warhammer 40,000: Homebrew Planetary Empires expansion

Planetary EmpiresThe 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 Campaign1. 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!

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Phase 1Sun Rises on the Valley

IntroductionPhase 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 BackgroundThe 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 conditionsA 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 reallyA 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 toHave 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

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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 LayoutThe 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 teamsThis 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

IntroductionThough 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

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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 PlanetRequired 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 Mission1 or 2 Re-roll. Add 1 to next dice roll3 PS: Planetfall mission4 PS: Seize and Destroy mission5 PS: Planetquake6 PS: Roll a d6, and pick from Planetstrike rulebook7 Roll 2d6 and pick the highest8 Roll a mission from the Standard Rulebook. Use the PS special rules9 Custom: Vanguard10 Custom: In Flux11 Custom: Into the Vortex12 Attacker may choose mission from list aboveAbove 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

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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 campaignA 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.

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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 youRemember, 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, Necrons2 Imperial Guard, Eldar, Tau, Chaos Space Marines1 Dark Eldar, Tyranids, Orks, Chaos Daemons

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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: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

MissionRules:

Standard Planetstrike rules (see book), Seize the Initiative (modified for PS)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 ChoicesSentries: 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 Points:

Standard Victory points. Victory is decided by totalling the Table Quarters held by each player – 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 VanguardVanguard 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?

4x4 board

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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:Ah, a point of no resistance! This would be a good 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

MissionRules:

Standard Planetstrike rules (see book), Seize the Initiative (modified for PS)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 forestPatrol 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 automaticallyEscape 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 Points:

Standard Victory points. Victory is decided by totalling Kill Points scored by the Attacker, and 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

2x4 board

2x4 board

2x4 board

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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: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

MissionRules:

Standard Planetstrike rules (see book), Seize the Initiative (modified for PS)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 StratagemsVortex Grenades: The Apocalypse Rulebook for more on how these work

Empire Points:

Standard Victory points. Victory is decided by totalling Kill Points scored by the Defender. Then 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 VortexInto 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!

6x4 board

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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 PointsNext, 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.

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Phase 3(a)Stepping Up a Notch

IntroductionAlright, 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 PhaseEach 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 inEach 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 PhaseAfter 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 naturalThe 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

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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 PhaseThe 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!

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Phase 3(b)Spinners Trial – Special Events for Phase 3

IntroductionWithin 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 EventEach 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 GrabThis event is a ‘Stimulant Event’. For this turn, three armies of your choice may make up to one additional conquest, as

they are egged on by their allies or stimulated with performance enhancers.

Exquisite ExcessThis event is a ‘Stimulant Event’. For this turn, three armies of your choice gain the Furious Charge rule,

and may automatically Run with no ill benefits (this is for the Campaign Phase, not in game)

Sour ProduceThis event is a ‘Stimulant Event’. Select two

Manufactorums of your choice. For this turn, they each count as three instead of one.

Golden OpportunityThis event is a ‘Prank Event’. Select two

Manufactorums of your choice. For this turn, they count as NEGATIVE two instead of one – meaning

that the controlling player could LOSE points!

TortudoThis event is a ‘Stimulant Event’. For this turn, three armies

of your choice count as gaining an additional point of Toughness. They are not, however, any tougher – this

toughness does not count for Instant Death

All Things GoldenThis event is a ‘Stimulant Event’. For this turn, three armies of your choice gain an additional +250 points automatically. They have been joined by mercenary

forces.

Power of CorruptionThis event is a ‘Prank Event’. Select an opponent army of your choice. This army becomes Neutral, and is no longer

controlled by the opponent. Any special characters contained within return to their Starting Point, and are

replaced with generic versions (Captains, etc)

Fall of DemocracyThis event is a ‘Prank Event’. Select d3 opponent

armies. These armies may not do any actions this turn – place them on their sides to make the distinction

GenesisThis event is a ‘Prank Event’. Select any opponent hex,

other than their Starting Point. This hex immediately loses any and all upgrades, and becomes a Standard Tile.

Mutiny!This event is a ‘Prank Event’. Select d3 opponent

hexes – these may not all be controlled by the same player. They immediately become neutral and are no longer controlled by those opponents. Upgrades they

contain are destroyed.

Supply DropThis event is a ‘Resource Event’. Within any three games

of your choice, you may give all of your units Assault Grenades and Defensive Grenades for free

Propaganda CampaignThis event is a ‘Resource Event’. Select a single army

of your choice. For this turn, it does not gain any additional ill effects from the Morale Table for playing

additional games.

Mass SanguinationThis event is a ‘Resource Event’. Within any three games

of your choice, all upgrade characters in that game gain the Fearless, Fleet, Rage, and Rending special rules. Yes, this

is ANY game…

I Saw Him Grasp MeThis event is a ‘Resource Event’. Select a single

character of your choice. For this game, he has the Tactical, Relentless, Notorious, Taskmaster, Ancient,

and Demented Character Rules

Counter EventThis event is a ‘Miscellaneous Event’. Cancel the effects of a

single Special Event that is used against you or another player.

Counter EventThis event is a ‘Miscellaneous Event’. Cancel the effects of a

single Special Event that is used against you or another player.

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Phase 3(c)The Missions – Part 1 (Special Missions)

IntroductionIn 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 regionsRemember 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: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)!

MissionRules:

Standard Planetstrike rules (see book), Seize the Initiative (modified for PS)Take them down: For this mission, all objectives must be Landing Pads. The Defender gains double the usual Interceptor GunsFlying 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 positionSiege 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 Points:

Standard Victory points. Victory is decided by totalling up Kill Points from both sides (as normal), 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 PortSiege 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

6x4 board

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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 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.

MissionRules:

Standard Mission Rules, Cities of Death Stratagems (3 per Player)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 buildingSaboteur’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 Points:

Victory is decided by comparing the amount of remaining objectives to the amount of objectives 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 SabotageThis 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

4x4 board

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MissionDeployment 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

A one on one duel.

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

MissionRules:

No special 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 rulesCease, 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 Points:

Victory is decided by the player who kills his opposing character first.

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

2x2 board

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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: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)

MissionRules:

Mission Rules of whichever type of game the Attacker has chosen, Cities of Death Stratagems always, OPTIONAL Planetstrike stratagems, OPTIONAL Apocalypse stratagemsThis 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 insteadDesperate Charge: All Attacker units gain the Fleet of Foot special rule. When running, they also roll 2d6 and pick the highest result.

Empire Points:

Victory Points is decided by comparing the amount of Attacker units in the Defender’s 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

6x4 board

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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!

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

MissionRules:

Standard Mission Special Rules, Planetstrike Special Rules, Cities of Death Stratagems, Planetstrike StratagemsEven 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 deadBombardment!: 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 Points:

Victory Points are determined by comparing the amount of buildings destroyed to the amount at 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.

6x4 board

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Phase 3(c)The Missions – Part 2 (Field Missions)

IntroductionIn 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 regionsRemember 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 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

MissionRules:

Standard Mission Special RulesMinor Skirmish: The Minimum Force Organisation chart is changed to at least 1 HQ and 1 Troop ChoicePriority 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 Points:

Victory Points determined by the mission rolled

No Merits available

Empire Points table:Mission Result Empire Points

GainedWIN 2

DRAW 1LOSS 0

4x4 board

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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 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

MissionRules:

Standard Mission Special Rules, Cities of Death StratagemsMinor Skirmish: The Minimum Force Organisation chart is changed to at least 1 HQ and 1 Troop ChoiceLoot 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 Points:

Victory Points are determined by comparing the amount of objectives held by each player.

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

GainedWIN 2

DRAW 1LOSS 0

4x4 board

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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 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

MissionRules:

Standard Mission Special Rules, Seize Ground (Defender Chooses Amount of Objectives), Pitched BattleSustained Bombardment: At the beginning of the game, each Defending unit which is not occupying a building must make a single Pinning test at -1 LeadershipCityfight 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 effectsDemolition 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 Points:

At the beginning of each game, the attacker must roll a d6 to designate his objective:

Roll Objective Victory Points1 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 above

See mission chosen

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)

6x4 board

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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 later3. 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 PhaseDuring 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.

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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 Phase1. 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)

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Phase 4(c)Apocalyptic Scenarios

IntroductionThis 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 MissionNuff Said

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)

MissionRules:

The Apocalypse rules, Standard Mission rules, Apocalypse Stratagems, OPTIONAL Planetstrike Stratagems, OPTIONAL Cities of Death StratagemsEpic 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 Points:

Victory Points is decided by comparing the amount of objectives held by each player. If equal 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

6x4 boardOR

6x8 boardOR

12x4 board

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Mission: Mass Migration Type: Apocalypse/Special

Deployment Attacker OverviewAmbushed a foe. Time to kill ‘em.

Defender OverviewMoving 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

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.

MissionRules:

The Apocalypse rules, Planetstrike rules, Apocalypse Stratagems, OPTIONAL Planetstrike StratagemsRandom 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 game4 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 edgesEpic 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 Points:

Victory Points is decided by comparing the amount of objectives held by the Defender to the 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)

6x4 boardOR

12x4 board

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Mission: Vital Converging of Force Type: Apocalypse/Special

Deployment Attacker OverviewAmbushed a foe. Time to kill ‘em.

Defender OverviewMoving 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

Objectives: The objective is the destruction of each character in the opponent army – whether they are named or not.

MissionRules:

The Apocalypse rules, Planetstrike rules, Apocalypse Stratagems, OPTIONAL Planetstrike StratagemsRandom 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 game4 3+5 4+6 5+

Meeting of Champions: For the purposes of this mission, both armies are entirely FearlessConverging 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 Points:

Victory Points is decided by comparing the percentages of each player’s lost characters – do this 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)

6x4 board

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Phase 4(d)Endgame Scenario

IntroductionAt 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 RulesThere 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…

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The Endgame Scenario Apocalypse/SpecialDeployment 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 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…

MissionRules:

The Apocalypse rules, OPTIONAL Planetstrike rules, Apocalypse Stratagems, Planetstrike Stratagems, Cities of Death StratagemsIt 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 FearlessConverging 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 Mission Rules:

Orks: If it is the Orkish Horde that brought the end of the campaign, then the field is that of 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”

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.

12x4 board

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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!

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Appendix 1Character Campaign Rules

As part of the campaign, various characters, special and standard gain bonuses. These are described here

TacticalA character with this rule gives +1 to

the army strategy rating

Like the WindA character with this rule may Force

March one square

DementedA character with this rule forces the opponent to re-roll all morale tests –

successful or not

Speed AssaultA character with this rule may

choose to end the game IMMEDIATELY on turn five

SwiftA character with this rule may Force

March two squares

OffensiveA character with this rule must be the attacker – this overwrites Defensive

as well

RelentlessA character with this rule does not

allow his army to be destroyed when it reaches 25% starting strength –

only move it

DefensiveA character with this rule may choose who is the attacker or

defender – do not roll unless the other army also has a Defensive

character

AncientA character with this rule gains the

Battle Forged Heroes rule – see Cato Sicarius in the Space Marines codex. Please note that the chosen

rule may be given to any unit not just tactical marines

DiehardA character with this rule is not killed

in battle – return him to the team Starting Tile instead

FrenzyA character with this rule gives his army the special rules ‘Fleet’ and

‘Rage’. However, at the beginning of each turn, each unit may make a

leadership check – if passed, the unit will ignore the Rage special rule.

NotoriousWhenever this character has line of

sight to a friendly unit which has failed a Morale Test (of any sort),

that failed unit may immediately re-roll it at Leadership 8 (or higher,

dependent on their actual Ld)

TaskmasterA character with this rule forces the opponent to play an additional game

before their tile is claimed – this is resolved separately from the

Campaign Phase for speed reasons

LegendA character with this rule always

causes Instant Death, and counts as both Relentless and Defensive

AVATARA character with this rule is also ‘Taskmaster’, ‘Diehard’,

and ‘Tactical’

Rules which are identical to those in a pre-existing codex are NOT overwritten – these are completely separate

Space Marines – AGGRESSIVEPedro Kantor – Relentless

Cato Sicarius – Swift / Ancient (two units benefit)Marneus Calgar – Defensive

Korsarro Khan – Swift / OffensiveVulkan He’Stan – Notorious

Ortan Cassius – Ancient / DiehardKavann Shrike – Speed AssaultDarsath Lysander – AVATAR

Imperial Guard - DEFENSIVEUrsaker Creed – AVATAR

Iron Hand Straken – FrenzyNork Deddog – Defensive

Commander Chenkov – TaskmasterKnight Commander Pask – Tactical

Captain Al’rahim – Like the WindCommissar Yarrick – AVATAR

Space Wolves – AGGRESSIVELogan Grimnir – AVATAR

Ragnar Blackmane – Swift / OffensiveCanis Wolfborn – Demented / Speed Assault

Bjorn the Fell Handed – Tactical / DiehardNjal Stormcaller – Ancient / Defensive

Lukas the Trickster – Notorious / Diehard

Blood Angels – AGGRESSIVECommander Dante – Legend / DiehardAstorath the Grim – Frenzy / OffensiveThe Sanguinor – AVATAR / Diehard

Master Gabriel Seth – Diehard / Speed AssaultChief Librarian Mephiston – NotoriousBrother Corbulo – Diehard / Tactical

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Eldar – DEFENSIVEAutarch – Tactical

Farseer – Like the WindYriel – Offensive

Phoenix Lord(s) – LegendUlthuan – Diehard

Dark Eldar - AGGRESSIVEVect – Demented

Lelith – Like the WindRakarth – Taskmaster

Drazhar – Like the WindKruellagh – Tactical

Chaos Space Marines - AGGRESSIVE

Abaddon – AVATARTyphus – AncientKharn – Frenzy

Lucius – NotoriousHuron – Speed Assault

Ahriman – Tactical

Chaos Daemons - AGGRESSIVESkarbrand – FrenzySkulltaker – Frenzy

Ku’Gath – RelentlessEpidermus – Defensive

The Masque – SwiftFateweaver – AVATAR

Tyranids – AGGRESSIVEAll Tyranid Characters have the Diehard rule

The Swarmlord – Defensive / AVATARHive Tyrant – Tactical

Doom of Malantai – LegendDeathleaper – Swift

Parasite of Mortrex – Aggressive / Swift

Orks - AGGRESSIVEGhazghkull Thraka – AVATAR

Old Zogwort – DementedMad Dok Grotsnik – Offensive

Wazdazza Gutsmek – Swift

Necrons – BALANCEDNightbringer – AVATAR / Frenzy

Deciever – AVATAR / Tactical (yes, +2 to your rating)

Other Space Marines - AGGRESSIVE

Helbrecht – TacticalGrimaldus – Taskmaster

Azrael – AVATARBelial – Offensive

Sammael – Swift/Speed AssaultEzekial – Like the Wind

Aggressive Balanced DefensiveRequired:1 HQ2 Troops

Required:1 HQ2 Troops

Required:1 HQ2 Troops

Optional:2 HQ5 Troops4 Fast4 Elite2 Heavy

Optional:2 HQ6 Troops2 Fast3 Elite5 Heavy

Optional:2 HQ4 Troops3 Fast3 Elite3 Heavy

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Appendix 2Army Campaign Rules

As part of the campaign, various armies gain bonusesThese are described here

Chaos (All)Chaos Players begin the campaign with an additional

1000 points

Dark EldarDark Eldar always Attack. Conquered tiles may not be

upgraded, but produce 250 points per turn automatically

EldarAll forces must contain at least one Autarch, or

equivalent (e.g.: Phoenix Lord, Yriel…). All units gain Acute Senses and Stealth (those already with Stealth +1

to their bonus). All Eldar Armies may Force March an additional tile for no rolls

InquisitionEach turn, the Inquisition gain 100 points per other player

in the campaign. This is doubled for Imperial players

Imperial GuardAll conquests require 1 more point. All upgrades require

1 less point

NecronsIt requires one more battle than usual for Necrons to

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

OrksOrks gain 2 points per win, and 1 point per draw – ignore the usual gains. Each army may make 2 conquests per

turn, instead of the usual one

Space MarinesSpace Marines may choose the direction that their army moves when they are meant to be destroyed. It requires

2 additional points to claim a Space Marine tile

TauWhen destroyed, Tau armies may ‘recycle’ 10% of their points to an adjacent tile (if this creates a new army, it does not need to be legal, but the player should try to

regardless)

TyranidsSpecial Features upon Tyranid claimed tiles are removed

upon conquest. Tyranids ignore effects that would normally stop them from targeting tiles

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Appendix 3Technology and Tiles for Planetary Empires

Space Port Starting Tile. All other Space Ports controlled by the same team as you count as adjacent tiles for the purpose of movement and conquest

Start Cost: 0Upgrade Cost: 3

Manufactorum At the beginning of each Campaign Phase, roll a d6 and multiply it by 100. Then multiply by the amount of Manufactorums you control. These are bonus points for this turn

Upgrade Cost: 3Command Bastion

See the August White Dwarf in 2009-08-04

Upgrade Cost: 3

Hive City Base Tile (upgraded Starting Tile). Benefits from Space Port, Defence Line, and Manufactorum

Upgrade Cost: Space Port required. Add 4 Points

Defence Lines See the August White Dwarf in 2009-08-04

Upgrade Cost: 2

Power Generator

Adjacent Tiles always have 5+ Cover Save during games – this affects all units

Upgrade Cost: 3

Tyranids ONLYSpore Chimney

All adjacent tiles have the Stratagem ‘Look to the Heavens’ auto applied

Upgrade Cost: 2

Eldar ONLYWebway Portal

Counts as Space Port. D6 units in each game you play gain the ‘Deep Strike’ special ruleUpgrade Cost: 3

Space Marines ONLYChapter Fortress

Base. Counts as Sacred Ground and Command Bastion

Upgrade Cost: 3

Imperial Guard ONLYScout Post

While active, and connected with Defence Lines in a network, tiles within are unattackable and may only be moved through by allied armies

Upgrade Cost: 2 (1)Dark Eldar ONLYGateway to Commoragh

Used on enemies. After 2 turns, the tile this is used on is removed

Upgrade Cost: 3

Necrons ONLYTomb Site

Starting Tile. Half of all casualties return to this tile immediately. May be upgraded with Space Port capabilities

Upgrade Cost: SP 3

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Chaos Daemons ONLYWarp Rift

Starting Tile. Counts as Hive City. Remove automatically halfway into the campaign – replace with a normal Space Port

Upgrade Cost: FREE

Tau ONLYArea Denial Node

Adjacent Tiles may not be captured, and require a 4+ to be moved through by enemy armies

Chaos ONLYSpire of Fear

Command Bastion. Empire Points to capture adjacent tiles is doubled for enemy armiesUpgrade Cost: 3

Orks ONLYRok Site

Counts as Defence Line. All adjacent tiles have ‘Rok Em’ auto applied

Upgrade Cost: 4

Inquisition ONLYBombardment Site

Used on enemies. Remove all terrain etc on the tile. The site becomes vacant

Upgrade Cost: 3

Inquisition ONLYSanctioned Site

Used on enemies. Remove all enemy presence from the tile. It becomes yours

Upgrade Cost: 5

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Appendix 4Morale 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 Modifiers0-1 None None2-3 10% additional Lose 2 Leadership on all units4-5 20% additional Lose Stubborn as well6+ 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.

Page 36: Warhammer 40,000: Homebrew Planetary Empires expansion

Appendix 5Additional Stratagems within the Campaign

Apocalypse

Orks – Da Big ThumpRoll all of your reserve rolls at once, and allocate them

as you desire. All units brought on this way may Outflank

Imperial Guard – Reckless DriveAll Guard Infantry and Cavalry units may Deep Strike.

However, if they do so then they will need a Mishap roll

Eldar – Psychic TumultRoll as reserves. All enemy psykers on the field

immediately take d6 Perils of the Warp tests each

Space Marines – Awesome Tactician

Before the game begins, you may re position d3+3 enemy units of your choice

Dark Eldar – Horror from BeyondAll units which are not in buildings must take a Pinning Test at half leadership – Fearless or not. In addition, make two Splinter Cannon attacks as well – auto hit.

Tyranids – Never Forget the Second Wave

D6 units gain the Without Number special rule, even if they would not usually use it. No HQ choices may take

advantage

Tau – Darkfire GrenadeAs a vortex grenade, except that all units hit by this

grenade take D6 Strength 8, AP 2 hits

Necrons – Eonic OrbKeep count of all casualties. Once they meet 75+, all

Necron units gain Feel No Pain, a 2+ Save, a 5+ Invulnerable, and have Initiative of 5

Chaos – Traitor in the Midst2 Stratagems. Reveal before the game. The opponent must tell you all their Stratagems. Then pick one – you

may use it instead of them

Imperium – Objective OverrideReveal before the game begins. You may choose the objective placements, and the deployment zone sizes

Chaos Daemons – Cultists Within, Daemons Without

Daemons count objectives as Icons. On the turn that any Daemon comes in, they may use Heroic Intervention

against defending units

ALL – Lo there is an Ending!The Game Immediately Ends

Planetstrike: 2 PointsOrks – Rok ‘em

Roll as reserves with the following exception – this always comes in on a 4+. This is resolved as d3

Firestorm hits – Strength 10 AP 2ATTACKER

Space Marines – Honour or DeathAll units gain Furious Charge, Rage, and Fearless.

However, if they fail to win the combat then DOUBLE the No Retreat! Saves

DEFENDER

Eldar – Gravity BindThis turn, each unit on the board must take a

Dangerous Terrain test. If less than a 3 is rolled, then the unit is forced to take a Deep Strike Mishap test

DEFENDER

Tyranids – Look to the HeavensThis turn, all enemy units must take a Dangerous Terrain

test before each action (Move, Shoot, Assault etc)EITHER

Dark Eldar – Carrion CallAll defenders take a Morale Check. If passed, then the

unit is pinned with no Cover Save benefitATTACKER

Necrons – Phalanx FormationSelect a single Monolith. It becomes Immobile (as

another objective), but triples it’s Gauss Flux Arc range, and counts as a Resurrection Orb

EITHER

Tau – Patient HunterAll Tau units have Hit and Run special rule. Kroot and Stealth Suits MUST Outflank – they have the Fleet of

Foot special ruleEITHER

Imperium – Bodies before All2d6 units may take Carapace Armour for free

EITHER

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Chaos – Fear a WeaponAll Chaos Units are Stubborn. In addition, they count their weapons as Twin Linked when firing at Imperial

troopsDEFENDER

Chaos Daemons – Stable Composition

D6 units DO NOT NEED TO DEEP STRIKE

Cities of Death:

Orks – Def DakkaRoll as reserves with the following exception – this

always comes in on a 4+. Roll a d3. Then select that many buildings. Then roll another dice…

On a 1-2 NothingOn a 3-4 it is Destroyed!On a 5-6 it EXPLODES!

EITHER

Space Marines – Thunderfire Barrage

Declare when the opponent brings in reserves. That reserve is pinned, and takes 3d6 Strength 6, AP 5 hits

EITHER

Eldar – Sublime WithdrawalSelect an objective building. All units within 12 inches

must take a Deep Strike Mishap rollEITHER

Tyranids – Synapse OverloadUse on any turn where there is no Synapse. All Tyranids

double their leadership, and gain Fleet of ClawEITHER

Dark Eldar – Splinter StrikeAll defender units within objectives take 3d6 Strength 3,

AP 4, hits which cause PinningATTACKER

Necrons – This World is OursAll Gauss weapons used on buildings become Strength

8, AP 6ATTACKER

Tau – Precise BlowSelect a single objective. All shooting directed against

that building or any unit within 12 inches is Twin LinkedATTACKER

Imperium – Approved Bombardment

Pick a single type of Orbital Strike in an Inquisition codex. Immediately make d6 such strikes

ATTACKER

Chaos – Daemon WorldAll attacker units which enter terrain automatically take

2d6 Strength 4, AP – hitsDEFENDER

Imperial Guard – Fortress Built on Flesh

Select a single building, and a single Infantry Platoon. The first time that said platoon dies within 6 inches of that building, it returns from Reserves the next turn

DEFENDER

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Phase 1 – Planetstrike1. 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 Mission1 or 2 Re-roll. Add 1 to next dice roll3 PS: Planetfall mission4 PS: Seize and Destroy mission5 PS: Planetquake6 PS: Roll a d6, and pick from Planetstrike rulebook7 Roll 2d6 and pick the highest8 Roll a mission from the Standard Rulebook. Use the PS special rules9 Custom: Vanguard10 Custom: In Flux11 Custom: Into the Vortex12 Attacker may choose mission from list aboveAbove 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

Page 39: Warhammer 40,000: Homebrew Planetary Empires expansion

Phase 2 – Planetstrike

1. Decide who is Attacker and Defender

2. Defender rolls for mission type. Then, Attacker rolls for the missionDefender (d6) Mission Type1-2 Normal Game3-4 Special Mission5 Roll 2d6 and consult table below6 Attacker chooses from table below

The RollIf d6 If 2d6 Mission

1 2 Pitched Battle/Seize Ground2 3 Spearhead/Seize Ground3 4 Dawn of War/Capture and Control4 5 Pitched Battle/Annihilation5 6 Spearhead/Capture and Control6 7 Defender Chooses6 7 Defender Chooses1 8 Themed Mission (custom)2 9 Themed Mission (custom)3 10 Dawn of War/Seize Ground4 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

Page 40: Warhammer 40,000: Homebrew Planetary Empires expansion

Phase 1 – Planetstrike1. 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 Mission1 or 2 Re-roll. Add 1 to next dice roll3 Play basic Apocalypse Mission4 Play Into the Vortex (custom)5 Play Siege from the Space Port (custom)6 Roll a basic mission from the Standard Rulebook7 Roll 2d6 and pick the highest on this table8 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 aboveAbove 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