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Rules for a node-based Warhammer 40K campaign.
Example node map of Hiruscant and nearby systems.
Errata and rules changes for next version
of the rules.
Players generally each start with a single battleforce, located in
the start
node for their faction. Some factions have special setup rules -
see the Special rules for factions section.
Each player chooses which faction to play. There should be at
least one Imperium of Man (Imperial Guard or Space Marine) player, and
at least one Xeno/Chaos player, but it is generally OK to have multiple
players playing the same faction.
Each day (at midnight), players accumulate one command point. Players initially have 7 command points.
Points can be spent at any time by sending an email with force
orders to the referee. Possible orders are:
Moves are executed in the order they arrived, as soon as the referee checks email (daily at least, unless a pause is scheduled).
A player cannot accumulate more than 14 command points; Any unspent
excess is lost.
A player can spend any and all of his accumulated points in a single
command - so, it is possible to make two successive
moves at once. If the first move(s) in a series brings a
battleforce into combat (eg, if another player moved a few minutes
before), the remaining moves are cancelled and the command points are
wasted.
In general, if an order is invalid at the time it is executed
(typically because the battleforce is locked in combat, but other
situations could arise), it is cancelled and the command points are
wasted.
Battleforces for the same player can stack in a node, but there is
no advantage in doing so - indeed, in case of a lost battle with no
retreat possible, all battleforces
in the node are lost.
The referee keeps force locations and orders publically available -
there are no hidden movements.
At the end of any day where all players have less than 5 points, all
players accumulate extra command points until at least one player has 5
points.
Players may postdate their orders to be executed at a future date
when the command points are available. This can be convenient
when going on holiday just
before having the command points needed to launch an offensive...
Lets get a game going If, by gamenight time, there
are no pending battles, each player gets an extra command point and is
allowed to issue a single order, repeatedly, until at least one battle
is pending. Players not present are also awarded extra command
points, and these "acceleration" points are not lost if they bring the
players total over 14. Players may not spend acceleration points
to attack players that are not present. After gamenight, players may
not spend any leftover acceleration points until 24 hours later.
If a player can use both acceleration and normal command
points, acceleration points are always spent first.
A battleforce should also include a Kill-Team roster, representing
the elite team sent out to handle difficult, small-scale missions. The
160 points allowed for the Kill-Team is not considered in the 3000
point limit for the battleforce.
A player can create battleforces smaller than 3000 points, if
desired; New units can be added later (see Modifiying a Battleforce,
below).
The referee keeps the battleforces and their compositions publically
available.
Once two battleforces are locked in combat, their controlling
players should play out the mission at their earliest convenience.
The players negotiate the force level they wish to play (500 to 2000
points), and determine a mission as described in the mission selection
rules. The node entries may have suggestions to type of terrain, or
suitable missions to play in the node.
The players select their units from the roster(s) of their
battleforce(s) in the node. Units should generally be included
exactly as they are specified in the battleforce roster. A player
may leave out models from a unit (for example, to get the force points
value total below the agreed scenario limit), but such a partial unit
scores only half experience.
The winner of the mission keeps the battleforce in the node. If the
attacker lost, the attacking battleforce remains in the node it came
from (if still controlled - otherwise, it retreats to any other
neighbouring controlled node). If the defender lost, the
defending battleforce must retreat to a neighbouring controlled
node. If the battle is a Draw, both
forces retreat, leaving the contested node uncontrolled.
If there is no valid retreat node for a battleforce, it is
lost. If a player has no battleforces left, the player can
continue to accumulate actions points and acquire reinforcements as
normal.
Mission results are logged by both players sending
a result email
(with as much background fluff as possible, pictures too if available)
to the referee, who will
publish the battle reports. The result email must at least
include:
If the mission is not played within 14 days (or if the players both
request a random result), the referee decides the
result randomly (Roll D6: 1-2 Attacker wins, 2-3 Draw, 4-5 Defender
wins) and retreats the losing battleforce(s). No Victory Points or
Experience is awarded for randomly resolved battles.
If more battleforces enter a node where a mission is already in
progress, the new attacking battleforce will attack the winner of the
current battle, as soon as it is completed. Any number of pending
battles can "stack", awaiting resolution, in a node. A player may
enter nodes where his own forces are already fighting - this represents
reinforcements who will take over if the first force falters and
retreats.
If all players agree, a stack of pending battles may be resolved in
a single battle, See rules on staging multi-player battles, later.
A Battleforce that is in currently awaiting a battle outcome (either
in progress, or in the "stack") may not be given orders.
Note that it is in the battling players best interest to conclude
the battle as soon as possible, as the movements of other players may
cut off their retreat.
Units that participate in a battle accrue experience. See the
Warhammer 40K rulebook, p242.
A unit can be retired entirely from the battleforce, and new units
can be brought in. New units start with no experience.
Retiring a
unit from a battleforce costs 1 command point. Adding a unit to a
battleforce costs 2 command points.
Example: An Imperial Guard player is upgrading an Infantry
Platoon: Giving a missile launcher to an experienced squad of Guardsmen
costs it 100 XP; Upgrading the sergeant to a Veteran sergeant in
another squad costs 100 XP for that squad, and adding an entire squad
to the platoon costs 2 command points. The player chooses to
Retrain the battleforce to avoid the XP loss - this costs 5 command
points, but nullifies both the XP adjustments, since the changes were
to two different units. The complete change then costs 7 command
points.
The players score victory points according to the objectives of their faction; Victory points are tallied as they are awarded. Victory points are awarded weekly (sunday midnight) for controlling planetary surface nodes. Nodes with pending battles yield no victory points to either side.
The players get victory points for battles:
Robin Hood points: If the winner of a battle has a lower IASL score
than the loser, the loser gets the difference in IASL scores, taken
from the winners score. For example, if an IASL 10 army
Crushingly Defeats an
IASL 13 army, the winner gets (12-3)=9 VP, while the loser gets 3 VP.
In addition to node points, factions get victory points as follows:
The game can run a set number of days (in which case the player with the most VPs win) or to a set amount of victory points.
Some nodes have special rules; they are detailed in this section.
Installations can be destroyed at any time by any faction
with a
battleforce in a node, at which point they no longer grant a VP bonus.
Destroying an installation is a normal Order, with a 0 command point
cost.
If a stack of battles include forces owned by three or more players,
they may by mutual consent agree to resolve the entire stack by a
single multi-player battle.
Split the forces into two sides according to the Allies and Enemies
defined for each faction in the Faction Special Rules. Allies must be on the same side, and
enemies must be on opposite
sides. If it is not possible to construct two sides, fight the
battles two players at a time normally as the stack resolves.
If a losing (or drawing) side includes multiple players, each losing
battleforce is retreated individually, in order of the battle stack -
so, the first participant(s) gets to retreat first. Any
battleforces that cannot retreat are destroyed as normal.
If the winning side includes multiple players, the first force in
the battle stack gets to keep the node, and the remaining battleforces
are retreated to any neighbouring node where a retreat would normally
be possible. If the battleforce cannot retreat, it is not
destroyed - move it to the players reinforcement node.
If the players can agree on rules for three or more sides, then it
is possible to resolve even more complex battle stacks as single (very
confused) battles - eg, Tyranids vs. Eldar vs.
Imperial Guard. In such scenarios, there must be one winning
side; the rest are considered losing sides, for retreat purposes. In
such free-for-alls, each player of course has the same amount of
points. In multi-player battles, the winner scores Victory points for each
opponent defeated.
The following section describes the special rules that applies to each of the engaged factions.
Blood for the Blood God: Chaos forces glory in death and destruction, and the scent of blood and mayhem brings more warriors eager for bloodshed. When a battleforce is destroyed as a result of combat with Chaos forces, the Chaos player immediately receives a reinforcement Battleforce.
Insidious Corruption: The Chaos player may Corrupt
the weakly-held human lands. At a cost of 10 command points, the Chaos
player may Expand Control into
any Imperial Guard node that does not have an occoupying
battleforce.
Chaos Cultists: Three times during the game, the
Chaos player may Corrupt one Imperial Guard battleforce. It becomes Tainted (place a marker to
indicate this) for the duration of the game. A Tainted
battleforce remains under the control of the Imperial Guard player, but
may ignore orders issued them (being busy worshipping dark gods): Roll
a D6 when the move is executed, on a 1-3 the order is ignored and the
command points lost. Space Marines may attack Tainted
battleforces as if they were Chaos controlled (and score points as if
they were Chaos controlled).
Reinforcements: The Chaos forces use any Deep
space node for start and
reinforcements.
Allies: None: Chaos players may attack any other
faction, including other Chaos players.
Enemies: Space Marines.
Without Number: Tyranids pay only 4 command points for a reinforcement battleforce.
Tyranoforming: On a planet where more than half
the nodes are Tyranid-controlled,
Tyranoforming sets in - The Tyranid player spends only 1 command point
to Expand Control on that
planet.
Reinforcements: The Tyranid use any Deep space
node for start and reinforcements.
Instinctive Behaviour: Tyranids automatically
destroy all installations except Webway portals when a node becomes
Tyranid controlled.
Shadow in the Warp Webway portals cannot be
activated in Tyranid-controlled nodes, and Webway portals in
Tyranid-controlled nodes become dormant - ie, they cannot be used for
Eldar reinforcements or movement. Likewise, Dark Eldar cannot move
directly to a Tyranid-controlled node from Warp.
Allies: Tyranid: All Tyranid forces are considered
splinters of the same Hive fleet. Tyranid battleforces may not
attack other Tyranid forces, but may expand control at the expense of
other Tyranid players' territory.
Enemies: All non-Tyranids.
Waagh! When enough Orks gather, the mass of mobs
becomes a coherent Waagh. Once per week (at sunday midnight), the
Ork player gets 1 bonus command point for each Ork battleforce beyond
the first on each planet. Roks are not counted.
Rok Landing: When Orks perform a successful move from Orbit to planet surface, the target node gets a Rok.
The Space Hulk: The orks have a special
Battleforce representing a Space Hulk. It
sets up in any deep space node at start together with the initial Ork
battleforce, and moves normally from then on, except it may not land on
a planet. This battleforce serves as the Ork reinforcement node.
Allies: None: Ork players may attack any other
faction, including other Ork players.
Enemies: None.
Phase Out: Necrons can phase out any time, returning to their Tomb Planets. At a cost of 1 command point, the Necron player may move a battleforce from any node to a reinforcement node. The node they moved from remains Necron controlled.
Reinforcements: The Necron use any Deep space node
for start and reinforcements.
Allies: Necron: Necron battleforces may not attack
other Necron forces, or expand control at the expense of other Necron
players' territory.
Enemies: All non-Necron.
Space Mobile Warfare: Space marines may retreat
from surface nodes to the orbit node, if
it is not occupied by any other faction. Space marines may move
directly from deep space to surface nodes, bypassing the planet orbit.
This counts as a difficult (4+) move, and failing the move means the
battleforce moves into the Orbit node instead. Space Marines may
ignore the normal difficult path (3+) rolls for moving to and from
orbit.
Rapid Redeployment: It is not the mission of Space
Marines to hold territory - once the objective is captured, it falls to
the Imperial Guard to hold it while the Space marines move on to the
next critical battle. At a cost of 1 command point, Space Marines may
cede control of a
node to the Imperial Guard player, if the Imperial guard controls a
neighbouring node. The Space Marine player gains a +1 VP for each node
thus ceded.
Call for Help: The Space Marines only arrive
after receiving the distress psi-transmissions from the sector
governor; The Space Marine player starts the Campaign with zero command
points. Space Marines do not set up their initial battleforce at
start, but may place it in any Deep Space node as part of their first Move
order.
Reinforcements: The Space Marines use any Deep
space node for start and
reinforcements.
Allies: Imperium of Man. Space Marines may not move
or expand control into any Imperial Guard or Space Marine node.
Enemies: Chaos, Tyranids, Orks, Necrons, Dark Eldar
Treat as Space Marines, except they
Webway Portals: Eldar may use their ancient webway portals to move from world to world. The Eldar player may, three times in total in the campaign, announce the activation of a Webway portal in any surface node not occupied by an enemy battleforce. That node has a Webway portal from that point. Eldar may move from a node with a Webway portal to any other node with a Webway portal, as well as to Warp (ie, their Craftworld).
Craftworld: Eldar reinforcements arrive in Warp.
Allies: Eldar: Eldar battleforces may not attack
other Eldar forces, or expand control at the expense of other Eldar
players' territory. Eldar players may not use Webway portals placed by
another Eldar player.
Enemies: Dark Eldar, Chaos
Strikes from the Shadow Realm: Dark Eldar may move
from Warp (ie, Commorragh) to any surface node.
and from any surface node to Warp. This is a Difficult (4+) path.
Raiders: Dark Eldar have no intentions of
establishing a presence in the Imperium, and there aren't all that many
Dark Eldar to being with. The Dark Eldar pay 14 command points
for Reinforcements.
Commorragh: Dark Eldar reinforcements arrive in
Warp.
Allies: None: Dark Eldar players may attack any
other faction, including other Dark Eldar players.
Enemies: Eldar.
Mobile Army: The Tau forces are highly mobile,
paying only 3 command points for a
Move Battleforce action, and
only 1 command point for a Redeploy action. Tau
pay the normal 5 command points for an Expand
Control action.
Fourth Wave Spearhead: The Tau starts with a
defended colony (a battleforce) in any
non-City surface node chosen by the Tau player. Two non-city
neighbouring nodes (if any) are also initially Tau Controlled. The Tau
player may place reinforcements in the original defended colony node,
if it has never left Tau control, or in any deep space node.
For the Greater Good: The Tau player may not
destroy City installations.
Allies: Tau: Tau battleforces may not attack
other Tau forces, but may expand control at the expense of other Tau
players' territory.
Enemies: None.
Beset from All Sides: The Imperial guard start in
control of all non-Tau surface nodes of the
habitable planets , and starts with one battleforce on each planet,
placed in any City node on the planet. If there are more than one
Imperial Guard player, distribute the controlled planets equally among
them. If there are no imperial guard players, the Imperial Guard
forces are set up anyway, by the referee, before any other factions set
up. A non-player Imperial
Guard faction will never issue orders, and battles against it are
always immediately resolved randomly, with a -1 result roll modifier
(1-3 Attacker wins, 4-5 Draw, 6: Defender wins).
Citizen Militia: The Imperial guard may place
reinforcements in any controlled City or Spaceport
node. If there are no such nodes, the Imperial Guard may place
reinforcements in any Deep Space node.
Joint Command: Imperial guard may retreat into
Space Marine-controlled nodes, but not into nodes that contain a Space
Marine battleforce. The node then becomes Imperial Guard controlled, as
if it was ceded to the Imperial Guard by the Space Marine player.
Allies: Imperium of Man. Imperial Guard may not
move or expand control into any Imperial Guard node controlled by
another player. Imperial Guard may not move into Space Marine occupied
nodes. Imperial Guard may move and expand control into Space Marine
controlled nodes; This counts as if the Space Marine player ceded the
node to the Imperial Guard.
Enemies: None.
In general, players can choose to play any mission they can mutually
agree on; Kill-Team battles are fine, too. Players may also use
the following tables to determine a battle at random.
When rolling strategy, the attacking battleforce gets a +1 dice
bonus.
Roll D6:
A pivotal battle may replace the regular mission as specified by the
normal selection process, if both players agree. Players must agree
before rolling for
which battle to play. The stakes are slightly higher in a pivotal
battle, represents turning points in the campaign, and players should
play with as many points as they can muster.
If the defender has no retreat available, and is at risk of losing
the Battleforce, roll a D6 and play one of the following missions:
Occurs when a battleforce moves into an enemy-held node from orbit.
Choose mission:
The mission is always Bunker Assault, with a single Bunker
complex (eg, 2x2 8"x8" bunkers) representing the Rok.
The Ork gets an additional 50% of the agreed force level worth of
points for the mission, representing the Rok defences. Thus, in a
1000-point game, if the node contains only the Rok, the Ork player has
500 points only, while if the node also contains a Battleforce he or
she can spend 1500 points (making defended Roks very hard targets
indeed!).
Rok defence points may be spent on Rok Turrets, HQ, Troops and
Heavy support only.
A Rok Turret has the following characteristics: Armour 13, all
sides. Cost 60+Weapon, Immobile, BS: 2, Weapons (TODO, if anyone plays
Orks).
An orbital battle occurs when two factions vie for control over a
planet's near space. Since we're not playing BFG, the battle is
resolved as a boarding action. Use terrain to represent the
inside of a ship of the defending faction (small board, dense terrain
with corridors, doors etc), and play either the Kill-Team Sabotage or
the Raid: Sabotage mission.
Retreat from an orbital battle is always possible; Move the losing
battleforce to the adjacent Deep Space node.