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WH40K Campaign Game Rules

By Nikolaj P. P.
Amended by Brad White
Edited by Christian Olsson
Version 1.5.2 - July 22, 2003 (updated July 31, 2009)

Contents
Disclaimer............................................................................................................................................... 3
Introduction................................................................................................................................................ 4
Starting a Campaign.................................................................................................................................. 5
Victory conditions..................................................................................................................................... 5
Starting conditions.................................................................................................................................... 5
Example on starting conditions................................................................................................................ 7
Form a relatively small 3 Player game............................................................................................................................................7
The Strategic Map...................................................................................................................................... 8
The Turn Sequence.................................................................................................................................... 9
a. Start of Turn Phase................................................................................................................................ 9
a.1 Random events.................................................................................................................................. 9
1. Build Order phase................................................................................................................................ 10
1.1 BP.................................................................................................................................................... 10
1.2 Detachments.................................................................................................................................... 11
1.2.1 Building Detachments...........................................................................................................................................................11
1.2.2 Complexity............................................................................................................................................................................12
1.2.3 Special Detachments...........................................................................................................................................................13
1.2.4 Force Pool............................................................................................................................................................................14
1.3 Garrisons.......................................................................................................................................... 14
1.4 Strongholds...................................................................................................................................... 15
1.4.1 Defensive structures.............................................................................................................................................................16
1.4.2 Turrets..................................................................................................................................................................................16
1.4.3 Towers..................................................................................................................................................................................16
1.4.4 Bunkers................................................................................................................................................................................19
1.4.5 Wall section & Fortified Building...........................................................................................................................................19
1.4.6 Other defences.....................................................................................................................................................................19
1.4.7 Voluntary Demolition............................................................................................................................................................20
1.5 Disbanding units............................................................................................................................... 20
1.6 Resource hexes............................................................................................................................... 21
1.7 Urban Hexes.................................................................................................................................... 21
1.7.1 Buildings...............................................................................................................................................................................22
1.7.2 Voluntary Razing the Urban Hex..........................................................................................................................................23
1.8 Roads............................................................................................................................................... 23
1.9 Tunnels/Mines.................................................................................................................................. 23
1.10 Treaties.......................................................................................................................................... 25
2. Movement Order Phase....................................................................................................................... 28
2.1 Movement Orders............................................................................................................................ 28
2.1.1 Path......................................................................................................................................................................................28
2.1.2 Follow Detachment...............................................................................................................................................................28
2.1.3 Recover................................................................................................................................................................................28
2.1.4 Move and Claim...................................................................................................................................................................28
2.1.5 Claim Area............................................................................................................................................................................29
2.1.6 Reserve Movement..............................................................................................................................................................29
2.1.7 Guard....................................................................................................................................................................................29
2.1.8 Advance................................................................................................................................................................................29
2.1.9 Enter Tunnels.......................................................................................................................................................................29
2.1.10 Underground Movement....................................................................................................................................................29
2.1.11 Emerge from Tunnels.........................................................................................................................................................29
2.1.12 Transfer to Orbit.................................................................................................................................................................29
2.1.13 Inactive...............................................................................................................................................................................29
3. Movement Phase................................................................................................................................. 31
3.1 Movement........................................................................................................................................ 31
3.1.1 Initiative................................................................................................................................................................................31
3.1.2 Movement.............................................................................................................................................................................31
3.2 Movement Allowance (MV)............................................................................................................... 32
3.3 Terrain.............................................................................................................................................. 32
3.4 Sight Radius..................................................................................................................................... 33
3.4.1 Limited vision........................................................................................................................................................................33
3.5 Scout Units....................................................................................................................................... 34
3.6 Claim................................................................................................................................................ 34
3.6.1 Undiscovered hexes.............................................................................................................................................................34
3.6.2 Resource hexes...................................................................................................................................................................34
3.6.3 Urban hexes.........................................................................................................................................................................34
3.6.5 Convoys................................................................................................................................................................................34
4. Battle Order Phase.............................................................................................................................. 35
4.1 Battle Orders.................................................................................................................................... 36
4.1.1 Attack unit.............................................................................................................................................................................36
4.1.2 Attack hex.............................................................................................................................................................................36
4.1.3 Planned attack on unit/hex...................................................................................................................................................37
4.1.4 Withdraw...............................................................................................................................................................................37
4.1.5 Raid detachment/hex...........................................................................................................................................................37
4.1.6 Planned raid.........................................................................................................................................................................37
4.1.7 Defend..................................................................................................................................................................................37
4.1.8 Guard....................................................................................................................................................................................37
4.1.9 Support.................................................................................................................................................................................38
4.1.10 Inactive...............................................................................................................................................................................38
5. Battle Phase / 6. Battle Resolution Phase......................................................................................... 39
5.1 Battle Initiative.................................................................................................................................. 39
5.2 Quick battles.................................................................................................................................... 40
5.2.1 Damage Rolls.......................................................................................................................................................................40
5.2.2 Damage Roll modifiers.........................................................................................................................................................40
5.2.3 Casualties.............................................................................................................................................................................43
5.3 WH40K Battle................................................................................................................................... 43
5.3.1 Preparations for battle..........................................................................................................................................................44
5.3.2 General Rules......................................................................................................................................................................49
5.3.3 Fighting the Battle................................................................................................................................................................49
5.3.4 After the Battle......................................................................................................................................................................54
7. End of Turn........................................................................................................................................... 60
7.1 Recovery.......................................................................................................................................... 60
7.2 Victory check.................................................................................................................................... 60
7.3 End of turn........................................................................................................................................ 60
a. Start of Turn Phase.............................................................................................................................. 60
a.1 Random events................................................................................................................................ 60
Army Lists: Special Rules....................................................................................................................... 61
Special Rules......................................................................................................................................... 61
General - All armylists:..................................................................................................................................................................61
Imperium - All Space Marines, Imperial Guard and Sisters of Battle army lists:..........................................................................61
Space Marines - All Space Marine army lists (except Chaos):.....................................................................................................61
Space Marines - Codex Space Marine army list:..........................................................................................................................62
Black Templars:.............................................................................................................................................................................62
Blood Angels:.................................................................................................................................................................................62
Dark Angels:..................................................................................................................................................................................62
Iron Hands:....................................................................................................................................................................................63
Imperial Fists:................................................................................................................................................................................63
White Scars:..................................................................................................................................................................................63
Salamanders:................................................................................................................................................................................63
Space Wolves:...............................................................................................................................................................................63
Imperial Guard:..............................................................................................................................................................................64
Sisters of Battle:............................................................................................................................................................................65
Eldar:.............................................................................................................................................................................................65
Chaos:...........................................................................................................................................................................................65
Chaos Legions - Iron Warriors:.....................................................................................................................................................66
Chaos Legions - Night Lords:........................................................................................................................................................66
Chaos Legions - Death Guard:.....................................................................................................................................................66
Chaos Legions - World Eaters:.....................................................................................................................................................67
Chaos Legions - Emperors Children:............................................................................................................................................67
Dark Eldar:.....................................................................................................................................................................................67
Necrons.........................................................................................................................................................................................69
Orks...............................................................................................................................................................................................71
Tau.................................................................................................................................................................................................72
Tyranid...........................................................................................................................................................................................73
Tips and advice........................................................................................................................................ 75
Optional Rules......................................................................................................................................... 77
Game Settings....................................................................................................................................... 77
Game Variables...................................................................................................................................... 77
Alternate Gaming System...................................................................................................................... 82
Games Master Information..................................................................................................................... 83
GM file status check............................................................................................................................... 83
Changing settings at the start of/during a campaign..............................................................................83
GM 'exclude player' option..................................................................................................................... 83
Rules Changes......................................................................................................................................... 84
Glossary................................................................................................................................................... 85

Disclaimer
Note that all Warhammer 40K products are © Games Workshop Ltd. All names are registered trademarks. All rights are reserved Games
Workshop Ltd. No challenge is implied or intended in any way. These rules used are unofficial and meant as a supplement only.
Introduction
These rules are created for playing Warhammer 40K battles in a campaign (not just a narrative campaign, but a
full strategic campaign). I have got inspiration from other suggestions for campaigns at the Internet and from
various strategy games, but basically this is my own ideas and my own work. Please post any comments or
suggestions at the WH40k campaign discussion forum:
http://games.groups.yahoo.com/group/WH40KCampaign/

The main idea of the campaign is that multiple players (potentially any number of players) can play it. The
players give orders to their armies simultaneously, and the orders are carried out simultaneously, so the
standard 'player 1 then player 2 then...' turns are avoided. Thus a large number of players can play against each
other without having to wait for each player to move his armies etc. The battles can then be fought as WH40K
tabletop battles between the players.

These rules are created for the computer game WH40K Campaign. Updates on the rules can be found at
http://sites.google.com/site/artofwarfare2/. Note that all dice rolls, etc. mentioned below, except for during
tabletop battles, are handled by the program. The dice rolls are included below for the sake of completeness
only

I hope you'll enjoy it!

Nikolaj P. P. - February 21st, 2001


Starting a Campaign
Victory conditions

Choose one of the following victory conditions to determine the goal of the campaign:
 When the first player loses his capital (it must be claimed by another player, not just occupied) the game
ends, and the winner is the player with most VP (see below). The player who lost his capital is always the loser,
regardless of his VP. The player who claimed the capital receives an extra 25 VP.
NOTE: If you are going to play the campaign with 'real' WH40K tabletop battles, this is probably the
best victory condition to choose. When one player is defeated the game ends - after all, it is not much
fun to keep playing, when one player is out of the game.
 When one player controls (i.e. has claimed) 75% of the hexes the game ends, and he is the winner (in
games with four or more players, only 51% is required to win). Their VP determines the order of the other
players.
 When one player has got at least 50 VP the game ends, and he is the winner (in 'large' campaigns with
a large map 100 VP is required to win). Their VP determines the order of the other players.
 Control a portion of the map (specified % of all (land) hexes must be claimed to win).
 Gain a specified number of VP (first player who gets the specified VP total wins).
 Eliminate all other players ('last man standing').
 Eliminate one random player ('the Risk-mission' - each player gets their own target).

Starting conditions

 Force Pool
When the GM starts a new campaign he has the option of choosing whether or not to use the ‘Force
Pool’ option for the campaign. If the Force Pool option is chosen, then the GM has the further option of
choosing whether the Force Pool should be used either as a fixed pool, (i.e. a limit on maximum
numbers at any given time for each of the different models in a player’s army,) or as a pool of models
used up as they are built. The latter option meaning that a player’s Force Pool will gradually be used
up as new models are built.

Regardless of which of the two types of Force Pool options is chosen, if a Force Pool is chosen, it is
required for each of the players to submit a complete list of their entire forces for the entire campaign to
the GM. The total amount of troops allowed for each player for the campaign should preferably be
agreed on beforehand. Anyway, this list of the players’ forces can be compiled in any way the GM sees
fit, since it is the GM who will enter these values (the exact values) for the players’ units at the screen
where he chooses what army they will play.

Note that should a player want two 10 man strong Devastator Squads, the GM must enter the value of
20 for Devastator Squads, not the value of 2, since the program will interpret this as just two lonely
Devastator Marines, and not two full Devastator Squads.

If no Force Pool is used, the campaign puts no restrictions on what is built, other than ‘rare’ models,
more about that later.

 Control
Each player controls a number of hexes, (determined by GM). Some hexes should be left uncontrolled.

 Capital
Each player has a Capital (a Metropolis/size 4) Urban Hex with the building Major Spaceport and a
Stronghold of the size of Fortress, in the same hex.

 Urban hex
Each player might control one or more additional Urban hexes, (determined by GM). Roll 1D6 for each
to determine the size:

1D6 Size
1-3 Village
4-5 Town
6 City

 Resource hex
Each player controls one or more Resource hexes, (determined by GM). Roll 1D6 for each to
determine the size:

1D6 Size
1 Tiny
2 Small
3 Medium
4 Large
5 Huge
6 Abundant

 Stronghold
Each player might control one or more additional Strongholds, (determined by GM). Roll 1D6 for each
to determine the size:

1D6 Size
1-4 Camp
5-6 Fortification

 BP
Each player starts out with a number of BP in the capital (determined by GM).

Also at the start of the game, each player receives 5 BP for each hex controlled. This amount of BP is
automatically added to the current BP in the Capital. Furthermore, each player receives 200 BP from
incoming supply Freighters carrying supplies from off-planet or off-system. This ‘reinforcements from
space’ are also automatically added to the BP in the Capital, and will arrive each turn regardless of
whether there is a Spaceport or not, currently present in the Capital.

 Placement
The player may place his Urban hexes, Resource hexes and Strongholds in any hex under his control,
but the placement (and subsequent building) must be done according to the following restrictions:

 The Capital hex must have 6 adjacent hexes (i.e. it may not be placed on the edge of the map)
 Those six adjacent hexes do not have to be under the player’s control, (i.e. it may be placed on the edge
of his territory as long as it isn’t on the edge of the map)
 An Urban hex cannot be placed or built within two hexes of another Urban hex
 All Urban hexes initially placed will automatically be connected with roads
 A Resource hex cannot be placed adjacent to any other Resource hex
 A Resource hex cannot be placed adjacent to the Capital
 A Resource hex must have 6 adjacent hexes, (i.e. they cannot be placed on the edge of the map)
 A hex can only contain one Resource hex or one Urban hex.
 A Stronghold can be placed or built in any hex under the player’s control, including an Urban hex or a
Resource hex

Example on starting conditions

Form a relatively small 3 Player game


Each player begins the game with:
 Control of hexes: see example below
 5000 BP
 1 Capital and 1 other Urban hex
 2 Resource hexes
Below is an example of a map (next page)
The Strategic Map
The strategic map consists of hexes with different terrain (explained in the movement section). The map and its
terrain should be created before starting the game. The size can vary. An example of a map for a relatively quick
game between 2 players is shown below:
The Turn Sequence
All players complete each phase before the next phase begins:

a. Start of Turn Phase (GM)


The GM generates the turndata file for the new turn, and there is a chance each turn that different
random events may occur to one or more of the players, and/or to the entire planet the campaign is
taking place on.
1. Build Order phase (Player)
The players give orders for new constructions. This includes building and upgrading of Urban hexes
or Strongholds and construction of new detachments, garrisons and convoys. Note that the orders
are not carried out until the GM creates a turndata file.
2. Movement Order phase (Player)
The players give movement orders to units (i.e. detachments and convoys). Note that the orders are
not carried out until the GM creates a turndata file.
3. Movement phase (GM)
GM receives player files (.plr) and creates a new turndata file, which is distributed to each player.
4. Battle Order phase (Player)
The players give Battle orders to the detachments. Note that the orders are not carried out until the
GM creates a turndata file. This phase is sometimes omitted if there is no possibility of any battles
occurring (normally if no detachments are adjacent to any enemy units or hexes) to speed up the
game (i.e. the players don't have to give any battle orders which have no effect anyway).
5. Battle phase (GM)
GM receives player files (.plr) and creates a new turndata file, which is distributed to each player.
6. Battle Resolution phase (Player)
This phase only occurs if one or more battles occur as a result of the battle orders. The involved
players fight the battles as WH40K battles and enter the results in the game. As noted above, if “quick
battles” is selected then this phase is omitted.
7. End of Turn phase (GM)
Any player files (.plr) from phase 6 are received and processed. Results are checked and if no overall
winner exists, another sequence commences.

a. Start of Turn Phase


a.1 Random events

Each turn, one or more random events may occur. Current random events include:
 A warpstorm forming that makes spaceports useless (so there is actually a reason to build other buildings
than spaceports).
 An increase or decrease of a current warpstorm. This may lead to just a reduction of the warpstorm, or that it
disappears altogether. (Just to annoyingly reappear a few turns later…)
 A reduction, or an increase, in the size of an Urban hex. May occur for one or more of the players.
 A reduction, or an increase, in the size of a Resource hex. May occur for one or more of the players.
 Any ‘race-specific’ random events may take place. (See the special rules for the different armies for more
info.) May of course occur for several players the same turn, or multiple instances for a single player, if possible
by the special rules of that specific race.

1. Build Order phase


Players give build/construction orders in this phase.

1.1 BP

Each player gets the following BP (Build Points) modifiers -positive or negative- at the start of every turn:
NOTE: The very first turn of the game, Resource hexes and Urban hexes will not be producing any BP, since
they have not been placed on the map yet.

 + 5 BP for each hex controlled. Arriving in the Capital.


+ 200 BP as ‘reinforcements from space’. Arriving in the Capital. These BP will arrive each turn
regardless of whether there is a Spaceport or not currently present in the Capital.
 Each Urban hex generates a number of BP (arriving in that hex) depending on size:
Size BP produced
Village 25
Town 50
City 100
Metropolis 150
Hive City 500
Each Urban hex must pay maintenance for its buildings. These BP are paid in each Urban hex with the
buildings.
 Each Resource hex generates a number of BP depending on size. These BP come as a convoy in the
hex.
Size BP generation
Tiny 100
Small 125
Medium 150
Large 175
Huge 200
Abundant 250

 + 10 BP per VP more than the player with the lowest VP-total (i.e. the player with the fewest VP's get 0
BP, the player with most VP gets most BP). Arriving in the Capital.
 - 1 BP per 25 points of army strength (i.e. point value) of detachments (not garrisons) as upkeep. These
BP are paid in the Capital.
 After a player’s total forces have reached a certain size, the maintenance cost (the upkeep) goes up.
The cost of 1 BP per 25 pts of detachments lasts up to 10,000 pts of detachments. After that, the cost is 1 BP per
20 pts of detachments between 10,001 and 20,000 pts, followed by a cost of 1 BP per 15 pts of detachments
between 10,001 and 20,000 pts. The final, and maximum, cost is 1 BP per 10 pts of detachments at more than
30,000 pts. [Settings can be changed by GM]

Each player can then use the BP to build or repair detachments, garrisons, build or upgrade Urban hexes and
buildings or Strongholds and defences, or save the points for later. The BP expended is taken from the BP
available at the Urban hex/Stronghold where the army/building/etc. is built.

Convoys can be created (they are free) in any Urban hex with at least 50 BP left. At least 50 BP (but no max.
amount) must then be transferred to the convoy from the production hex. Any number of convoys can be created
in any Urban hex, as long as each convoy has at least 50 BP.

1.2 Detachments

One BP equals one point of cost from WH40K rules and codex' etc. Old detachments or garrisons may be
bought new models/units or new detachments may be built.

1.2.1 Building Detachments

Detachments must be built according to the following restrictions:

 Maximum size: 1500 points (unless a higher rank is gained, see later)
 Minimum size: 751 points NOTE: Sizes are set by the GM. These values are defaults. See “Optional
Rules” section for further details.
 The highest-ranking HQ-type (i.e. Colonel, Force Commander etc.) is considered 'rare' (i.e. only a very
limited numbers of 'supreme commanders' are allowed in the entire army at any time).
 Other detachments must then be lead by lesser HQ leaders (captains, commander's etc.)
 Special characters may be used, but only once. If they die, they cannot be bought again. They may be
used in addition to the 1 "supreme commander" (he is considered second in command, if the special character is
the overall commander). Even special characters that normally need an army size of more than 1500 points may
be used.
 Unit types restricted by '0-1' in the Codex are considered 'rare' (only a very limited number of these units
are allowed in the entire army at any given time. Max of 1 choice for each 5 detachments and Urban Hex of ‘City’
size or larger.) Multiple ‘rare’ models are allowed in the same detachment.
 Rare items (i.e. “one per army” in the Codex) are treated in the same way as the 0-1 units described
above.
 Other restrictions of numbers (i.e. '0-2' etc) count only for the detachment, as usual.
 Standard-mission-composition (minimum 2 troops, 1 HQ etc.) for each detachment, except garrisons
(see below).
 Detachment may only be built in the Capital or in an Urban hex with a ‘Strategic HQ’ building. It arrives in
the game in the build phase after a number of turns dependent on its complexity and size (see later). It is then
deployed in that hex or if this is occupied, in an adjacent, unoccupied hex. Note that the detachments cannot
deploy at hexes not controlled by the player. I.e. they will not deploy on the “wrong side of the border” if the
Urban hex where they are built is situated at that player’s border.
 There can be a maximum of 1 detachment in a hex at any time.
 A detachment can only deploy in hexes with terrain it is allowed to move into. This includes the capital
itself. Thus, even if there is an unoccupied hex, but of a non-allowed type of terrain, the detachment will be put
on hold until the next turn. Note that skimmers cannot deploy on sea hexes.
 If the Urban hex where the detachment is built is already occupied it is possible for the player to choose
which one of the adjacent hexes the detachment should be deployed instead. This is done by choosing ‘priority’
for the different adjacent hexes. A higher number of priority means that the detachments will deploy in that
specific hex, if possible.
 If more than seven detachments with the same complexity, or expected turn of arrival, are built, only
seven will actually arrive on the turn they are finished. The remainder (as long as they are a maximum of seven)
will turn up the next turn. This is because the maximum number of hexes for the detachments to turn up on is
seven - the Urban hex, and the six hexes adjacent to it.
 An Urban hex can only build models, for which it has the required buildings (see buildings below).
 A detachment in a friendly Urban hex may replace ('reinforce detachment') lost models (i.e. new models
of the same type may be built, according to normal building restrictions). The replacement BP cost is 1/2 the
production BP cost. If a detachment is reinforced, then it automatically gets the 'recover'-movement order in the
following movement order phase (see movement order phase, below).
 Only lost/dead/destroyed models can be replaced, not the wounded or damaged models/vehicles.
 Reinforcements cannot arrive in Urban hexes occupied by enemy. The arrival is postponed until the
Urban hex is no longer occupied. This prevents detachments built earlier suddenly “popping up” out of the blue
in an occupied Urban hex. Quite naturally they cannot deploy in an adjacent hex either, if the Urban hex is
occupied by enemy troops.
 If the option ‘Force Pool’ is used in the campaign, all the models in the detachment being built must still
be available in that player’s force pool to choose from.

Furthermore, apart from the limitations when building the detachments, they all have a few common
characteristics.

 Small stars shown on the detachment icons indicate their rank.


 Detachments exert a Zone of Control, (ZOC) into its six adjacent hexes. Note that the detachments will
not exert a ZOC into hexes they are unable to move into.
 Detachments without scouts have a sight radius of 0 hexes, (i.e. only the hex they occupy.)
Detachments with scouts have a sight radius of 1 hex (i.e. its adjacent hexes). More on sight radius at ‘3.4 Sight
radius’ below.

1.2.2 Complexity
A detachment's complexity determines how long it takes to build. It depends on how many troop choices it has
compared to other choices (HQ choices, elite choices etc.). This is calculated as follows:

1 + (# other choices-1) DIV (# Troop choices) + (# points spend on other choices) DIV (# points spent on
Troops)

Example:
A detachment with 1 HQ (200 pt), 4 Troops (400 pt), 1 Elite (200 pt), 1 Fast Attack (100 pt) and 1 Heavy support
(150 pt) would have a complexity of 1 + (4-1) DIV 4 + 650 DIV 400 = 1 + 0 + 1 = 2.

In addition to the complexity the size of the detachment has an effect on the build time. Detachments larger than
2/3 of the max size takes take 1 extra turn to build.

Furthermore, the various special detachments (see below) adds extra complexity to the default complexity, thus
making them take somewhat longer to build. The extra complexity added varies depending on the rareness of
the special detachment.

(The formula for how much ’extra complexity’ that is added to a special detachment is calculated as follows. A
special detachment restricted to ‘1 per X detachments’ will have an increased complexity of ‘+ X/3’ (rounded of
as normal) I.e. ’(X+1) DIV 3’. Which for the different ratios translates as:

X=2: +1
X=3: +1
X=4: +1
X=5: +2
etc.)

1.2.3 Special Detachments


The army lists may build different detachment types (see the special rules section). Each army list has a
standard detachment type and some special detachment types. These are only a small part of the army, and
thus the number of each of them is limited.

First and foremost, the total number of normal detachments, (either existing or under construction), must be
higher than the total number of special detachments, (either existing or under construction).
The special detachments have different limitations depending on their rareness. The limitations are ratios
between the special detachment and normal detachments, for example ‘1 per 3’, ‘1 per 4’ and so on. This ratio
means ‘One (such special detachment) can be built per specific number (its ratio) of detachments, at any time
within this span of detachments’. (The span for a special detachment with a ratio of ‘1 per ‘5 would quite
obviously be five detachments). It does NOT mean that you have to build enough normal detachments first - and
only being able to build each special detachment as the last detachment within its ratio. (Thus you are not forced
to build four normal detachments first, before you build your special detachment with a ratio of ‘1 per 5’.) Just as
long as you don’t build more special detachments than its ratio allows you to build, it is up to you when you build
it within its span allowed.

Thus, (if we were to look only at the ratio) a special detachment with the ratio of ‘1 per 5’ would then be able to
be built at anytime the player chooses as detachment number 1-5, but not built a second time earlier than
number 6 (or 6-10). The next time it could be built as earliest would be as detachment number 11 (in the 11-15
span of five detachments).

Now, the more observant of you may already have spotted that in the example above the rule about there having
to be more normal detachments than special detachments was blatantly disregarded. So let’s take that into
consideration as well.

Since the rule states that there has to be more normal detachments than special detachments, it is clearly
impossible to build a special detachment as detachment number one. Building a special detachment as number
two is also out of the question, since we then would have an equal amount of normal and special detachment,
and not more normal detachments than special ones.

However, it is quite possible to build a special detachment as number three, since we then will have more normal
detachments than special detachments. So, the earliest possible to build a special detachment would be as
detachment number three. Thus, the example with the ‘1 per 5’ special detachment above would have to be
rearranged a bit. The ‘1 per 5’ special detachment could first be built as detachment number 3, and next as
number 6, next as number 11, and so on.

Note that since it is possible to build several detachments per turn, it is therefore quite possible to build several
special detachments per turn as well, as long as the player keeps within the ratio. The only thing really limiting
the total number of detachments being built each turn is simply the amount of BP available.

1.2.4 Force Pool


If the option ‘Force Pool’ is used in the campaign, all the models in the detachment being built must still be
available in the force pool to choose from. This can easily be checked when wishing to build a new detachment.

Once the roster of the detachment to be built is loaded, there is the option of choosing 'Force Pool Check'. A list
of which models are included in the detachment, and how many there is left in the force pool is then shown. It is
also possible to simply build the detachment without checking the force pool first. The program will then show an
error message if there aren’t enough models for a specific unit left in the force pool.

Furthermore, it is also quite easy to keep track of what there is left in the Force Pool to create a unit with. At any
time, it is possible to see the current status of the force pool at the 'Info’ screen.

So using the option of ‘Force Pool’ won't require any extra work, apart for the GM when he creates the game and
he has to specify the exact number of models allowed. However, it will most probably demand a bit more
planning for the players, both when figuring out what to incorporate in their total army, and when deciding which
units should go to which detachment. Also, after heavy losses there is the possibility of the dreaded feeling: “I’m
running out of troops…”

1.3 Garrisons
Garrisons can be built in the same way as detachments, and follows the same rules as detachments with the
following changes:

 When created, a garrison must be assigned to a Stronghold. When the garrison is built it is deployed in
the Stronghold it was assigned to.
 Maximum of 1 garrison per Stronghold.
 The BP cost is half the normal cost (i.e. 1/2 BP pr ‘standard’ point cost)
 The complexity is half-normal (minimum of 1).
 Maximum size depends on the size of the assigned Stronghold:

Description Maximum Size


Camp 250 points
Fortification 500 points
Fortress 750 points
NOTE: these maximum point values are the ‘standard’ point cost, not the BP cost (i.e. the largest
garrison allowed in a camp is a 250 points garrison, which would cost 125 BP)

 Their composition must be as follows:

Slot Type Range


HQ 0-1
Elite 0
Troops 1-4
Fast Attack 0-1
Heavy Support 0-1

In addition, the following rules applies to garrisons:

 Garrisons cannot move.


 1 garrison and 1 detachment are allowed to both occupy the same hex at the same time.
 Garrisons does not gain DXP.
 Garrisons can be reinforced (i.e. lost models replaced) from any Urban hex, which is able to build the
models according to the normal building restrictions, (i.e. the garrison does not have to be located in the Urban
hex, as detachments have to). A garrison cannot be reinforced if it was just attacked (in the previous turn).
 Garrisons exert a Zone of Control, (ZOC) into all of its Stronghold’s six adjacent hexes, even though the
garrison cannot move into any of those hexes due to its immobility. Note that it is the garrison that exerts a ZOC
- not the Stronghold itself. Thus an empty Stronghold exerts no ZOC at all.
 Garrisons without scouts have a sight radius of 0 hexes, (i.e. only the hex they occupy.) They do
however have ‘limited vision’ of the adjacent hexes. Garrisons with scouts have a sight radius of 1 hex (i.e. its
adjacent hexes). More on sight radius at ‘3.4 Sight radius’ below.

1.4 Strongholds

A Stronghold can be built as follows:

 Strongholds can be built in any hex controlled by the player (including Resource and Urban hexes).
 Strongholds cannot be built in enemy ZOC, unless a friendly detachment occupies the same hex.
 Maximum of one Stronghold per hex.
 The total size of all Strongholds is limited by the total of all Urban hex's size
times 3. This represents the Strongholds requiring supplies etc.
 The BP required must be in the hex, either in an Urban hex or a convoy
 A Camp must be built first, and then upgraded. Only one upgrade per Stronghold per turn and no
upgrades in the turn it was built. Note that upgrade is not possible if the Stronghold is in enemy ZOC, unless
there is either a garrison in the Stronghold, or a friendly detachment present in the hex.
 One bunker is automatically included when a camp is built.

Type BP Cost
Camp 150
Fortification +250
Fortress +500

Fortification and Fortresses are upgrades that can only be built on an existing Camp or Fortification, respectively.
A Fortress can only be built in the Capital.

1.4.1 Defensive structures


Defensive structures can be built in Strongholds, according to the following limitations:
Type \ Max. # Turrets Towers Walls Bunkers Other (max. pts.)
Camp 0 1 0 2 50
Fortification 1 2 2 2 100
Fortress 2 4 4 2 150
NOTE: The values in the ‘Other’ column are not maximum numbers allowed but maximum BP that can be spent
on ‘other’ defences (see 1.4.5).

Stronghold defensive structures cannot be built, and garrisons cannot be reinforced, if the Stronghold was
attacked the previous turn. This makes possible to 'wear down' heavily fortified hexes by attacking turn after turn.

1.4.2 Turrets
Armour: Front 12 / Side 12 / Rear 11
BS: 3 (unless ‘basic BS’ is lower, i.e. Orks)
Count as an immobile vehicle
A turret may be mounted on the ground or in a turret tower (see below)
Not all weapons are allowed. Some weapons are preferred by the different races, reflected by a lower cost.
(NOTE: Unless noted otherwise all turrets have twin-linked weapons)
Space Imperial Dark Blood Dark Sisters of Space
Turret Weapon BP-Cost BP-Pref Marine Guard Eldar Angels Chaos Angels Eldar Orks Tyranids Battle Catachans Necrons Wolves
Battle cannon* 140 110 ++
Earthshaker 180 140 +
cannon****
Plasma cannons 130 100 + + + + +
Lascannons 110 90 + ++ + + + + +
Missile launchers 100 80 ++ + + ++ + + + +
Autocannons 100 80 ++ ++ +
Heavy bolters 90 70 ++ + + + + + + +
Inferno cannon* 70 60 + + + + + ++ ++ +
Darklances 110 90 ++
Disintegrators 130 100 +
Splinter cannons 90 70 +
Shuriken cannons 100 80 +
D-cannon* 90 70 +
Scatter laser* 70 60 ++
Bright lances 110 90 ++
Starcannons 100 80 +
Big Shoota** 60 50 ++
Rokkit launcha** 60 50 ++
Big lobba* 70 60 +
Zzap gun*** 70 60 +
Kannons** 60 50 +
Custom Mega 100 80 +
Blastas**
Gauss Cannons 90 70 ++
Heavy Gauss 100 80 +
Cannon*

LEGEND:
+ Allowed (Use “BP-Cost” column for calculating cost)
++ Allowed and preferred (Use “BP-Pref” column for calculating cost)
* Not twin-linked
** BS 2
*** Not twin linked. Automatic hit
**** Not twin-linked. Indirect fire allowed (min. range 36")

1.4.3 Towers
All towers have a powerful searchlight mounted on top of them. It works in the same way as a normal
searchlight, but has a range of 2D6*5", and must be used on the same unit, as the one that is fired at from the
tower (if any).

Note: For tabletop games, it is of course quite possible to attack a tower in close combat, in the same way as a
bunker. The fact that the bulk of the tower is above ground doesn’t counter the fact that a determined warrior
with a powerfist could topple the entire tower if left alone with his handiwork...

Weapon Tower
Cost: 50 BP
Armour: 12
Damaged like a bunker.
Can hold one squad (max. 10 models).

If a squad is deployed in the tower, then one of the squad’s heavy weapons can be mounted on top of the
tower. If the gunner of the heavy weapon is killed the owning player may always (even vs. flamers) choose
another casualty from the same unit (another model will man the gun, that is what the tower is for). The
tower gives a cover save of 4+ to any model on top of it. At least one model (or two models in case of an
Imperial Guard heavy weapon crew, or Eldar support weapon crew) must be on top of the tower in order to
use the heavy weapon. The squad doesn’t count as moving if the gunner of the heavy weapon is killed,
and replaced by another soldier from his squad.
The rest of the squad located in the tower may fire just like if they were in a bunker, i.e. half the models
inside may shoot out.

Anti-Air Tower
A Weapon Tower can be upgraded to an AA-Tower (Anti-Air) at no additional cost. It can then no longer
hold any squads, but are armed with AA-weapons.
BS: 3 (unless ‘basic BS’ is lower, i.e. Orks)
The races arms their AA-Towers as follows:

Imperial Guard: Hydra-armament (2 twin-linked autocannons, range 72")


Space Marines: Twin linked Missile launcher (range 72")
Chaos: Twin linked Missile launcher (range 72")
Dark Eldar: Disintegrator (Note: not linked) (range 72"/48")
Eldar: Pulse Laser (Note: not linked) (range 72")
Ork: Twin linked Big Shoota (BS 2) (range 48")
Sisters of Battle: Twin linked Missile launcher (range 72")
Tau: Ion cannon (Note: not linked) (range 90")
Tyranid: -
Necrons: -

Turret tower
A Weapon Tower can be upgraded to a Turret Tower at no additional cost. It can then no longer hold any
squads, but are armed with a turret (see above). The BP cost of the turret must be paid in addition to the
cost of the tower, and the turret tower counts both as a tower and as a turret, for purpose of maximum
numbers allowed. (I.e. the turret is located on top of the tower instead of on the ground.)

Note: The main reason that the ‘Turret tower’ counts both as a tower and a turret is simply because
locating the heavy weapon of the turret on top of a tower will give it a significantly greater LOS. Also note
that since this installation now primarily is a tower, it will take any damage using the bunker table.

Radar Tower
A Weapon Tower can be upgraded to a Radar Tower for +25 BP. It can then no longer hold any squads,
but increases the sight radius of the Stronghold to adjacent hexes (in the same way as scouts). It also
provides ‘limited vision’ of all hexes in a 6 hex radius. All detachments and who owns them (but not type,
point value etc) are visible. Each Dark Eldar detachment has only 25% chance of being detected this way,
however.
NOTE: Units in mountains or jungle hexes are NOT visible on radar in the radar’s field of ‘limited vision’.
They will be visible in the clear field of view, regardless of terrain, though.

1.4.4 Bunkers
Cost 50 BP. A standard bunker according to the WH40K rules.

1.4.5 Wall section & Fortified Building


A wall costs 20 BP. Can be either high wall or low wall.

High wall: (6" in length): Models on top: 4+ cover save, Armour 11, damage rolls as bunker, but area effects
weapons have +1 to the damage roll. The high wall should be of ample height, preventing infantry and ordinary
vehicles from crossing it. In many aspects it can be thought of as a low castle wall with a parapet where
defenders gain a 4+ cover save. Whatever means the defender utilizes to get up and down the parapet is pretty
much up to the players. This might be with stairs, ladders, anti-grav technology, etc. Remember that these rules
are here to provide extra flavour to your games, and a distint “feel” that the Stronghold is fortified.

Low wall: (12" in length): as standard terrain (fence, wall, etc.), but gives 4+ cover save and counts as an
obstacle when defending. Note that the low wall cannot be damaged.

Furthermore, the defence structure ‘Fortified Building’ also counts as one of the Stronghold’s wall choices,
should the player decide to build this defence. It costs 30 BP and follows the rules for a ‘Fortified Building’ as
described in Codex Cityfight.

1.4.6 Other defences

Type BP cost
Razor wire, 6" 5
Tank trap 5
Trench, 6" 10
Minefield, 4"*8" 20
Booby trap 20
Gun placement 20
Heavy Bolter 15
Sentry Gun
Lascannon 25
Sentry Gun
Mixed obstacle 10
(raz&tank.tr.) 6”
Fortifications 10
(Cityfight)
Addition. hidden 20
setup marker
Booby-trapped 10
building
Command 20
Activated
Shredder Mine
Command Activ. 20
Plasma Mine

Gun placement
Provides a 4+ cover save, or hull down for vehicles. Just like trenches and low walls, the Gun placement
cannot be destroyed, and can be thought of as just another terrainfeature, once it has been placed on the
tabletop. The size and shape of the Gun placement is again pretty much up to the involved players, and
the actual terrain available. But as with all tabletop wargaming, common sense is advised. Of course a
single Gun placement cannot cover a quarter of the battlefield. As a rule of thumb it is built for one single
vehicle, or one single squad, gun crew, etc.

Further defences
The rest of the defences not covered here, are either covered by the WH40K rulebook, or by Codex
Cityfight.

1.4.7 Voluntary Demolition

Demolishing a Stronghold can be done as long as the Stronghold is not in enemy ZOC. Demolishing a
Stronghold will completely erase it along with all of its defence structures, towers, etc. Any garrison currently
occupying the Stronghold will also be lost. It is only possible to demolish a Stronghold in the build phase. No BP
will be returned for demolishing a Stronghold (with or without a garrison). The Stronghold and any occupying
garrison will simply just cease to exist.

1.5 Disbanding units

It is possible to disband a detachment, a garrison or a convoy, but it is possible in the Build phase only.
Disbanding the unit will not return any BP to the player, and the unit will simply cease to exist.

1.6 Resource hexes

Resource hexes cannot be situated in the same hex an Urban settlement, (i.e. a hex cannot be both a Resource
hex and an Urban hex.) A Resource hex can only contain one resource. There are several different sizes of
resources, and the larger they are, the more BP they generate each turn, (see ‘1.1 BP’). Resource hexes may
not be initially placed in a hex adjacent to the capital, or a hex adjacent to another Resource hex.
Resource hexes have a visibility of only the hex it occupies itself. It does not have ‘limited vision’ of its adjacent
six hexes neither in the Movement phase, nor the Battle Order phase.

It is possible to assign an ‘auto transport route’ to a Resource hex. This means that the convoy carrying the BP
generated by the Resource hex each turn will automatically follow the route predetermined by the player.

1.7 Urban Hexes

Urban hexes contain urban settlements. An Urban hex can build what its buildings allow (see below).
A village (and thus an Urban hex) can be built in any controlled hex, except in a Resource hex or in enemy ZOC.
Upgrades are Town, City, Metropolis and Hive City. An Urban hex can only be upgraded once per turn, but not in
the same turn as it was built, or if it is in enemy ZOC.

Urban hexes can't be built within 2 hexes of each other. However Urban hexes of size 5 (i.e. a Hive City) will
allow Urban hexes adjacent to represent a massive urban build-up.

Also, it is possible the GM will set it such that Urban hexes cannot be built near the edge of the map (Black
hexes count as Urban hexes in the above restrictions). As a default, this is not the case (GM setting [86]).

The total of all Urban hex's size is limited to one 'size' per 3 controlled hexes. This represents Urban hexes
needing surrounding land for supply, etc. So for example, whilst a village requires 3 hexes to sustain itself, a
town will require 6 hexes, a City 9 etc.

Finally, a small info panel will appear that explains why a camp/village can't be built if applicable.

The BP for a new village must be in the hex in form of a convoy. BP for upgrade must be in the hex itself.

Type Build/upgrade Cost (BP)


Village 200
Town +300
City +500
Metropolis +1000
Hive City +10000

If a player's capital is lost, any Metropolis size or larger Urban hex owned by that player can be chosen to be the
new capital. The cost of this is 1000 BP, which must be located in the Urban hex. A player loses 10% of his VP
each turn as well as all BP income from controlled hexes and from reinforcements arriving via space fleets while
he has no capital.

Note that in games where the victory condition is ‘First capital to fall’, a player who looses his capital won’t have
the option to move his capital after it has been captured, and thus the game is over. This rule applies to Dark
Eldar and Necrons as well.

Also note that an enemy detachment occupying one of your Urban hexes will almost completely cripple it. As
long as an enemy detachment occupies the Urban hex, it is impossible for that Urban hex to do the following;
Create new detachments/garrisons, deploy any newly finished detachments, reinforce garrisons, build new
buildings, sell/sack existing buildings, build roads, build tunnels and create convoys. Furthermore, it is
impossible to either upgrade the Urban hex, or raze the Urban hex. In addition, the Urban hex also stops
generating any BP, as long as the enemy detachment is present.

1.7.1 Buildings
Buildings can be built in Urban hexes if the size is high enough. BP is taken from the Urban hex where the
building is built. The buildings allow different options for that hex. Only one building of each type is allowed in
each Urban hex.

The building names below are the standard names. The names may vary for different races. The unit types
allowed by the different buildings are only guidelines. It varies for the different army lists. In addition, some army
lists may build special buildings not listed below.

Building Min. size BP cost Maintenance Allows


Barracks 1 50 10 Troops
Training facilities 3 200 20 Elite
Academy 3 200 20 HQ
Light factory 2 100 20 Light vehicles
Heavy factory 3 200 30 Heavy vehicles
Minor space port 3 300 50 HQ, troops
Major space port 4 +300 100 All units
Espionage Centre 3 200 30 Chance to uncover treaties
Strategic HQ 3 300 30 Create/modify detachment
Prison 2 100 10 -
Medic centre 3 200 20 Heals wounded
Repair facility 3 200 20 Repairs damaged vehicles
Taxation office 1 100 10 BP output +50%
Exploitation Centre 2 +100 0 BP output +100%

Only one building can be built in each Urban hex each build phase. Furthermore one building per Urban hex can
be sold in each build phase. It is then lost, and 50% of the BP cost is then returned to the player. Note that the
player can choose to EITHER build a building OR sell a building. Both cannot be done for the same Urban hex
the same build phase. The buildings’ maintenance cost is paid from the hex's BP at the beginning of each turn. If
a building’s maintenance is not paid, then the building is disbanded.

Additional notes for specific buildings:

Major Spaceport
An upgrade of a Minor Spaceport.

Espionage Centre
Can reveal secret treaties signed by other players. Basic chance is 5%. See 1.8 Treaties for more precise info.

Strategic HQ
Allows changing of structure of detachments in the hex, and the creation of new detachments in the hex (only of
models that can be built in the hex). Note that a Strategic HQ is also needed in order to build or modify a
Garrison.

Prison
Prisons currently serve no purpose and are planned on being implemented to allow enemy units to be captured
in future versions.

Medic Centre
Detachments on the 'Recover' movement order (see below) in the hex: all wounded models recover
automatically.

Repair Facility
Detachments on the 'Recover' movement order in the hex: all damaged vehicles repaired.
Taxation Office
BP generated by the Urban hex is increased by 50

'Exploitation' Centre
Upgrade of Taxation Office. BP generated by the Urban hex is increased by 100%. Note that the 100% increase
from the Exploitation Centre is NOT cumulative with the 50% increase from the Taxation office. When an
Exploitation Centre is built, its 100% increase replaces the earlier 50% increase from the Taxation office. Thus
the total BP increase will be 100% and nothing else.

Furthermore, there must be either a detachment, or a Stronghold with a garrison present, in the Urban hex to
gain the BP bonus. Also, due to the ruthless exploitation of the population there is each turn a slight risk that the
Urban hex will decrease in size. Roll 1D6 each turn 'exploiting': on '1' the size of the Urban hex decreases by 1.
Size cannot become lower than 1 (Village).

1.7.2 Voluntary Razing the Urban Hex

Razing an Urban hex requires that it is currently in no enemy ZOC, and that there is a detachment present in the
hex, (a garrison is not enough). It is only possible to raze an Urban hex in the build phase. No BP will be
returned for razing an Urban hex. The Urban hex will simply just cease to exist.

1.8 Roads

Each town or larger size Urban hex can attempt to build one road every turn. A road build action costs 50 BP. A
road is then built between two adjacent hexes both controlled by the player and not in enemy ZOC. If the terrain
has a MV cost of more than 2 then there is a risk that the road build will fail. The risk increases with more difficult
terrain. BP’s are spent regardless of the success or otherwise of the road build.

For a road build to be successful, a roll of 1D6 needs to be equal to or higher than the average MVP cost of the
hexes (hexes with a MVP cost of 2 count as having a MVP cost of 1 for his purpose), rounded down.

Example:
Plains-plains: automatic
Plains-forest: (1+4) DIV 2 = 2, therefore 2+ on 1D6 is required
Swamp-swamp: (6+6) DIV 2 = 6, therefore a roll of 6 is required (i.e. only successful 1 in 6 times)

1.9 Tunnels/Mines

Some races are allowed to build tunnels (mines). This is done in the same way as for Roads (with increased
chance for success in Hills or Mountains). As for roads, tunnels require at least a town size Urban hex to be built.
Note that the player has to choose between either building one tunnel OR one road for each Urban hex per turn,
not both.

By selecting the same hex as start and end hex an entrance to the tunnels is built instead of a new tunnel
section. An entrance/exit will be built automatically at the start of the tunnel whenever a completely new tunnel is
built. Note that it isn’t possible to create an entrance/exit in a hex that is adjacent to another entrance/exit.

New tunnels must start either in a friendly Urban hex or in a hex with existing tunnels. When tunnels are first built
in a hex there is a chance to discover new resources. It is not possible to build tunnels in Swamp hexes or in
Sea hexes.

It is not necessary to build tunnels in a straight line, so if the player wants to, he can branch off the tunnel into a
system of side tunnels creating a vast underground network. Furthermore, it is quite possible for the player to
link up one of his tunnels, with a tunnel of the enemy, just like it is possible for the player to join one of his roads
to one of the enemies’ roads.

Some units may enter (at tunnel entrances) and move through the tunnels (even tunnels created by an enemy).
They are then not shown on the map and cannot be seen, attacked etc. by other players. In a later movement
phase they can then emerge from another connected tunnel entrance
Movement in the tunnels costs 1 MVP per hex. However, some units are less able to move fast underground, so
they pay 2 MVP/hex. Also, if the tunnel system is connected to an enemy Urban Hex, then the movement cost is
doubled (because of the potential enemies that might lurk in the dark…) Note that regarding the movement cost,
what matters is whether or not the tunnel system is connected to an enemy Urban hex - not whether or not there
might be an enemy detachment lurking in the dark.

Note that it is not possible to exit from tunnels if there is either an enemy (or friendly) detachment, or an enemy
garrison present in the hex you with to emerge from the tunnels into. It is quite possible, however, to emerge in
an enemy Stronghold or Urban hex provided that they are empty of any enemy detachments or garrisons.

It is not possible to initiate a battle within tunnels. This means that it is not necessary with a Battle Order phase
even if two hostile detachments are standing at coordinates adjacent to each other. In fact, it is quite possible for
two (or more) hostile detachments to occupy the very same underground coordinate. It is also possible for two
(or more) friendly detachments to occupy the very same underground coordinate. Note that you won’t be able to
spot any enemy detachments in the same tunnels as one of your detachments, regardless of whether your
detachment have scouts or not, and regardless of whether the enemy detachment is right next to you, or even in
the same coordinate as your detachment.

Tunnels won’t show up on enemy radar, quite naturally, since they are below the ground. Furthermore, tunnels
won’t be spotted by an enemy detachment if he moves over them, regardless of whether the detachment has
scouts or not. The only way of detecting enemy tunnels is to find the entrance, and then to follow them to find out
where they lead. When following an enemy tunnel, the detachment will only ‘see’ the unexplored parts of the
tunnel one hex further than they have currently explored.

1.10 Treaties

Players are allowed to sign treaties with other players. Two kinds of treaties are possible: non-aggression pacts
and alliances:

Non-aggression Pact:
 Ignore each others zone of control
 Can’t claim each others hexes
 Can’t attack each others units
 Can’t enter each others territory

Alliance:
 Ignore allied zone of control
 Can’t claim allied hexes
 Can’t attack allied units
 Receives limited information about hexes visible to ally

All treaty handling happens at the 'options' screen. To propose a treaty to another player, first select that player’s
name and then 'propose (treaty-type)' at the treaty action box. The current action toward each player is set this
way in the treaty action box. Towards most players the current action will probably be 'none' most of the time
(thus not changing anything).

If a treaty is proposed the 'target' player receives a message about this with the following turndata. His answer to
the proposal must then be set (at the 'options' screen, same way as when proposing a treaty) when he sends in
his .plr file, and the proposing player will then receive the answer with the next turndata file. If the answer to a
treaty is yes, the treaty will be in effect from this point onwards.
So, the 'target' player can't wait to give his answer to a later turn - he must answer immediately if he is
interested.

Current treaty status can be viewed at the 'info' screen, using the 'status' button.

A treaty can be either secret or non-secret. Non-secret treaties are proclaimed to all players when they are
signed or broken. Secret treaties are, well, secret ;-)
So, while a public treaty will be known to all other players, this also makes it more secure for the players
involved, while a secret treaty invites for backstabbing, as nobody else is going to find out anyway...

A treaty can be broken at the 'options' screen - just select the player with whom the treaty is signed and select
'break current treaty' as treaty action. This takes effect immediately once the 'done' button has been clicked and
the 'options' screen closed and cannot be undone. So it is possible to break a treaty and then attack etc.
immediately afterwards (i.e. in the same phase/turn). This allows for sneak attacks etc.

An 'Espionage Centre' (or similar for the various races) can reveal secret treaties signed by other players. The
basic chance is 5% per treaty per 'Espionage Centre' per turn. However, the chance for the first check each turn
is doubled (i.e. 10% per treaty).

Treaties are subject to racial/army list limitations. Treaties are allowed as follows:

Army Treaties allowed


Space Marines IG, SoB, Eldar
Imperial Guard SM, SoB, Eldar, Chaos
Sisters of Battle SM, IG
Chaos DE, Orks, IG
Orks DE, Chaos
Dark Eldar Orks, Chaos, (Eldar: non-aggression pact only)
Eldar SM, IG, SoB, Tau, (DE: non-aggression pact only)
Necrons Necrons only
Tyranid Tyranid only
Tau Eldar

 Space Marines: IG, SoB, Eldar


 Imperial Guard: SM, SoB, Eldar, Chaos
 Sisters of Battle: SM, IG
 Chaos: DE, Orks, IG
 Orks: DE, Chaos
 Dark Eldar: Orks, Chaos, (Eldar: non-aggression pact only)
 Eldar: SM, IG, SoB, Tau, (DE: non-aggression pact only)
 Necrons: Necrons only
 Tyranid: Tyranid only
 Tau: Eldar

Note that the Xenophobic Sisters of Battle cannot themselves offer any kind of treaty to the Eldar. However, they
are allowed to answer yes to an invitation to a treaty from the Eldar.
Apart from the abovementioned possible treaties, every race/army can of course make treaties with others of the
same race. I.e. Tyranid players can have any kind of treaty with other Tyranid players, and Chaos players can
have any kind of treaty with other Chaos players, etc.
2. Movement Order Phase
Each player gives each of his detachments and convoys a movement order.
NOTE: The orders are not carried out until the next phase.

Detachments can be given the following orders:


 Path
 Follow detachment (lose initiative)
 Recover
 Move and claim
 Claim area
 Reserve Movement
 Guard
 Advance
 Enter Tunnels
 Underground Movement
 Emerge from Tunnels
 Transfer to Orbit
 Inactive

Convoys can only be given the orders 'Path', ‘Inactive’ and ‘Follow detachment'. An exception to this is for those
races that can move through tunnels. The convoys of these races can utilize underground movement as well, in
addition to the orders already mentioned.

Note that a Convoy cannot be ordered to enter enemy ZOC or enemy territory unless that hex is occupied by a
friendly detachment. If already in enemy ZOC or territory, the convoy can continue to move, however. Also, a
Convoy cannot be ordered to enter a hex occupied by an enemy detachment no matter what.

Garrisons, since they are immobile, always have the order 'Guard'.
2.1 Movement Orders

2.1.1 Path
The detachment moves along a specified path of hexes up to its movement allowance.

2.1.2 Follow Detachment


The detachment waits until all other detachments have moved, and then moves toward the target detachment,
but automatically looses initiative, (see below 3.1.1 Initiative). Note that this may well be an enemy detachment
chosen as target detachment. The order does not remain active for the detachment the next round though, so
once an enemy detachment has moved into the fog of war (including ‘limited vision’), quite naturally it is
impossible to follow it with this order.

2.1.3 Recover
This cannot be chosen if the detachment is in enemy ZOC. The detachments MV is decreased to 1 MVP for this
turn, cannot enter enemy ZoC or enemy controlled hexes, but instead concentrates on medic attention and
repairs. All wounded and damaged models get a recover roll (as in the end of the turn, see below). Note that
vehicles get a recover roll as well.

If the detachment is in a hex with a Medic Centre, then all wounded models recover automatically. If the
detachment is in a hex with a Repair Facility, then all damaged vehicles are repaired automatically.

2.1.4 Move and Claim


The detachments MV is halved (rounded up), but every hex it enters is claimed (see below). This claim includes
the hex the detachment is currently standing in, although of course no MV has to be spent for this hex.

2.1.5 Claim Area


The detachment cannot move, but the hex it occupies and all adjacent hexes are claimed (see below), except
hexes occupied by an enemy detachment or garrison.

2.1.6 Reserve Movement


As 'Path' except:
Detachments MV increased by 2, but it can only move in hexes controlled by the player, it can not move within 2
hexes of an enemy, and it automatically has the 'Inactive' Battle Order after the move (see below).

2.1.7 Guard
The detachment does nothing. Garrisons always counts as having this order.

2.1.8 Advance
Currently this type of movement is not used for anything. It was used in an earlier version of the rules, and is
mainly kept for a possible future use.

2.1.9 Enter Tunnels


Allows certain detachments to enter a specific tunnel. This can only be done while standing in the same hex as
the tunnel entrance/exit, and will take the entire move for the detachment.

2.1.10 Underground Movement


Allows a detachment already in tunnels to move along through the tunnel. Since the detachment no longer is on
the planet surface, its movement is done in a drop-down menu at the ‘Orbit/Tunnels’ menu. In this menu, simply
choose to which hex (coordinates are shown) you want to move your tunnelling detachment.

2.1.11 Emerge from Tunnels


Allows the detachment to exit from the tunnel it is currently occupying. This can only be done while standing in
(or under is more the case) the same hex/coordinates as the tunnel entrance/exit, and will take the entire move
for the detachment.
2.1.12 Transfer to Orbit
Allows certain special detachments to transfer to orbit, where it in a later Battle Order phase can drop onto any
of the hexes on the map. Note that the detachment can only transfer to orbit while standing in an Urban hex with
a Major Space Port, and when there is no warpstorm currently rendering the Space Ports useless.

Note however, that even though a warpstorm may be raging, it is still perfectly possible to drop detachments
already in orbit back to the planet surface. It is just getting them back into orbit that is impossible when a
warpstorm is making life in the army more miserable than what’s usually the case…

2.1.13 Inactive
The detachment does noting. There is currently no difference between ‘Guard’ and ‘Inactive.’ Just like the order
‘Advance’ the order ‘Inactive’ is pretty much a relic from the past, ready to be woken anew, should the need
arise.

3. Movement Phase
The detachments and convoys are moved according to their orders.
Note: in the computer game the computer handles this phase.

3.1 Movement

3.1.1 Initiative
1D6+strategy value (one initiative roll pr. player)
If two or more players have the same initiative, they (only) roll a die (unmodified), until it is determined who gets
to move first.

It is possible to force one or more of your detachments to automatically loose the initiative, regardless of what
initiative you get. This might be beneficial in certain situations where you want to go last.

To automatically loose initiative, mark the detachment you wish to loose the initiative, choose ‘view’ and then
check the option ‘Automatically loose initiative’ The detachment will revert to normal initiative the next round,
however, and should you wish for it to automatically loose initiative again, you must manually check the option
‘Automatically loose initiative’ once more.

3.1.2 Movement
Each player moves his detachments (except those who automatically loses initiative) and convoys in turn,
following the initiative. The player decides in which order his detachments are moved. This is done by, prior to
the Movement phase, selecting any of the detachments, and then setting the preferred movement priority for that
specific detachment.

In most cases there is no need to manually select the movement priority, as the movement priority is
automatically set according to the sequence in which movement orders are assigned. So only if you wish a unit’s
movement order carried out before the order of another unit, to which you have already assigned an order, is it
necessary to manually set the movement priority.

A detachment can move through a friendly detachment, but it cannot end its movement in a hex occupied by
another detachment. One detachment and one garrison may be in the same hex together. Any number of
convoys (including from different players) can be in a hex together, and they can be in the same hex as a
detachment, a garrison or both.

Note that detachments are moved one at a time, so even though it is possible for one detachment to move
through a friendly detachment, it is still not possible for two detachments to take each other’s place.
A detachment (or convoy) cannot enter a hex occupied by enemies (except enemy convoys) in the movement
phase. If a detachment or convoy enters an enemy ZOC (i.e. enters a hex adjacent to an enemy occupied hex),
it must stop its movement immediately.

If a detachment enters a hex with an enemy convoy, then the convoy is captured along with all BP.

When all players have moved their detachments and convoys, then they move those detachments that
automatically lost initiative, one player at a time, in reversed order (so the player with the highest initiative moves
last). When all players have finished all moving, then all 'claiming' are resolved (see below).

Urban hexes and Strongholds are sacked/overrun if an enemy detachment ends its move in the hex. Each
building/defence has a chance of being destroyed equal to “detachment size/2000” (i.e. 75% for a 1500-point
detachment etc.). Also, this very same percentage of the current amount of BP located in the Urban hex is
plundered, and turns up as a convoy for the sacking player in the very same hex. No build points are plundered
when sacking any of the buildings in the Urban hex. This is simply a “happy bonus” for the sacking player.

3.2 Movement Allowance (MV)

A detachment can move according to its general type:


Type MV
Infantry 4
Vehicles 6
"Fast Detachments" 8
Convoys 6
NOTE: Convoys normally count as 'wheeled vehicles'.

3.3 Terrain

The movement cost to enter a hex depends on its terrain:


Terrain MV-cost
Plains 2
Grasslands 2
Forest 4
Hills 4
Sea 2
Jungle 6
Mountains 6
Swamp 6
Desert 4
Badlands 4
Road* 1/2 normal
NOTE: to use a road, both the hex that is left and the one entered must have a road joining them together.

A unit can enter a hex with higher MV-cost than the unit has left. It then stops movement and automatically gets
the 'Inactive' battle order (see below) in the following battle order phase. Some types of units are restricted in the
hexes that they can enter:
Terrain \ Type Infantry Tracked Wheeled Skimmer
Plains + + + +
Badlands + + + +
Forest + + +
Hills + + + +
Sea +*
Jungle + +
Mountains + +
Desert + + + +
Badlands + + +
Swamp + + +
Road + + + +
LEGEND
+ Movement allowed.
* If skimmers end their movement in this hex, they are automatically destroyed.

Note that crossing a river without a bridge costs an additional two MV-points in addition to what the move would
normally had cost. Also, wheeled units cannot cross rivers without a bridge.

3.4 Sight Radius

Only enemies within sigh radius of friendly units can be seen.


The unmodified sight radius of convoys, detachments, Urban hexes and Strongholds are 0 (i.e. they can only
'see' the hex they occupy).

If a detachment or garrison has at least one scout unit (see below) with at least half its models
combat ready, its sight radius is increased to a maximum of 1 hex (i.e. adjacent hexes can be 'seen').

If a Stronghold has a Radar Tower then its sight radius is increased to a maximum of 1 hex

During the movement phase, detachments have 'limited vision' only, of the adjacent hexes. Note that this is the
case regardless of whether the detachment have scout units or not. Detachments with scout units will be able to
see its adjacent hexes as normal in the battle order phase, though, while detachments without scout units still
have only ‘limited vision’.

Convoys don’t even have ‘limited vision’.

The sight radius of the Capital is +1 hex (i.e. 1 hexes with no upgrades, or 2 hexes with Radar Tower or scouts in
the garrison).

3.4.1 Limited vision

Detachments, garrisons and Radar towers all can have ‘limited vision’. ‘Limited vision’ provides limited
information on the adjacent six hexes. An exception, though, is the Radar tower that has limited vision in a radius
of six hexes, (default setting, GM optional).

This limited information will reveal if there is any enemy detachments in any of the hexes covered by ‘limited
vision’, but it won’t tell how large it is or what type it is. It will tell, however, whom the detachment belongs to.
‘Limited vision’ will not reveal enemy convoys, roads, tunnels or the ‘size’ (red bar) of a garrison in a Stronghold.

Garrisons with no scouts will have ‘limited vision’ in its Stronghold’s sight radius, whereas garrisons with scouts
have full vision in its Stronghold’s sight radius.

Detachments with no scouts will have ‘limited vision’ in both the Movement phase and the Battle Order phase.

Detachments with scouts will have ‘limited vision’ of any new hexes it moves adjacent to in the Movement phase.
The six hexes adjacent to the detachment at the start of the Movement phase will be covered by full vision.
Detachments with scouts will have full vision of its adjacent hexes in the Battle Order phase.
Strongholds with a Radar tower will have full vision of its six adjacent hexes in all phases, and ‘limited vision’ in a
radius of six hexes (including the adjacent hexes) also in all phases. Note that this limited vision does not cover
Jungle and Mountain hexes.

3.5 Scout Units

Each race has different units that are considered scouts for sight range purpose. See the Special Rules

3.6 Claim

A unit in enemy Zone of Control at the moment it tries to claim cannot claim any hexes.

When a player claims a hex it becomes controlled by that player (except sea hexes, they can never be
controlled), unless it contains any detachment or garrison controlled by another player.

If two or more players claim the same hex, then they negate each other, and none of them claim the hex.

If a player claims a hex he already controls, then there is a chance it will be cleared of Chaos corruption or
Tyranid infestation. This chance is based on the detachments size (size/2000 - i.e. 2000 points: 100%, 1000
points: 50% etc). If an Inquisitor is present, the chance is always 100%, regardless of detachment size.

3.6.1 Undiscovered hexes


The first time a hex is claimed by any player (i.e. the hex started as uncontrolled and is claimed for the first time)
roll 1D6. On a '6' the hex contains something special. Roll 1D6:
Roll Description
1-2 Hidden treasure, worth 300-1000 BP.
3-5 Resource hex (BP yield: Roll as for start hexes)
6 Urban Hex of Native (often human) race.
NOTE: For the size of the native Urban hex, roll as for starting hexes. It is automatically claimed (even if a
detachment is not in the hex).

3.6.2 Resource hexes


From the next turn the claiming player receives the RP (as he control the hex)
.
3.6.3 Urban hexes
All buildings are destroyed when an Urban hex is claimed by another player. The Urban hex stays the same size,
though.

3.6.4 Strongholds
Strongholds in claimed hexes are captured if they contain no enemy detachment or garrison. Strongholds are
reduced one size when captured. Thus, a camp will be reduced to nothing i.e. destroyed when it is claimed. All
defenses/turrets/towers etc. are destroyed when an enemy Stronghold is claimed.

3.6.5 Convoys
Convoys in claimed hexes are not captured. Since they are not fixed installations, they can simply move away.
Convoys are only captured if, when all moves are completed, they end their move in the same hex as an enemy
detachment.

4. Battle Order Phase


Each detachment gets one of the following orders:
 Attack unit/hex
 Planned attack on unit/hex (lose initiative)
 Withdraw to hex
 Raid unit/hex
 Planned raid on unit/hex (lose initiative)
 Defend
 Guard
 Support
 Inactive

Attacks and raids can only be made be into an adjacent hex. If two or more detachments of the same player
attack the same unit/hex, then one of the attacking detachments must be the primary attacker. Any other
attackers are considered only to support the attack (i.e. the primary attacker detachment fights the battle, but it
can receive reinforcements from the other attacking detachments (see 'Battle phase')).

There can only be one battle in each hex every turn. This means that there is no possibility for a ‘three-way-
battle’ between three different players, or one player having to fight two separate battles for the same
detachment in the same hex. Also, if two players both attack a third player’s detachment, only the player with the
higher initiative that turn will actually fight a battle that turn. The detachment of the player with the lower initiative
will have to wait for better luck next turn.

Furthermore, a unit/hex can only be raided by one enemy detachment per turn.

NOTE: Orders are not carried out until the next phase.

4.1 Battle Orders

4.1.1 Attack unit


Detachment is moved into the hex that the target unit currently occupy. Note that a ‘unit’ can be a convoy just as
well as a detachment.

4.1.2 Attack hex


Detachment is moved into target hex.

Note that it is not possible to attack just any hex, and thereby get a ‘free move’. The hex being targeted must
contain at least one of the following; an enemy detachment, an enemy Urban hex, an enemy Resource, an
enemy convoy or an enemy Stronghold with, or without garrison. If the hex being attacked contains neither of
these, the ‘Attack hex’ battle order will be cancelled, and the attacking detachment will remain in its current hex.

4.1.3 Planned attack on unit/hex


As attack, except that the attacker gets certain advantages. The attacking detachment automatically loses
initiative.

4.1.4 Withdraw
If attacked/raided, the detachment will try to move to an adjacent hex. If the withdrawing players' initiative is
higher than the attacking players, then the withdrawal is successful. Otherwise it is caught in battle. If possible,
the detachment must withdraw to a hex with no adjacent enemies. If no empty hexes are available, the
withdrawing detachment is destroyed. Exception: if the detachment can withdraw into a hex occupied by a
friendly detachment it is scattered instead, and reappears in the capital five turns later.
4.1.5 Raid detachment/hex
As attack, except that the raiding detachment always return to the starting hex after battle is finished.
Any BP gained at the raid will form a convoy and will return to the starting hex together with the raiding
detachment regardless of that hex’s terrain.

If a Resource hex is successfully raided, the BP it is currently producing will be captured by the raiding
detachment. This means that the Resource hex will not generate any BP for the owning player in his next turn
(those are the BP that were stolen). The turn after that it will continue to generate BP as normal - as long as it
hasn’t been raided again, that is.

If an Urban hex is successfully raided all the BP currently located in the hex will be captured by the raiding
detachment.

A successful raid will furthermore capture any convoys present in the hex being raided automatically. This
convoy also returns to the starting hex of the raiding detachment regardless of that hex’s terrain.

Empty Strongholds cannot be raided.

4.1.6 Planned raid


As raid except that the raider gets certain advantages. The raiding detachment automatically loses initiative.

4.1.7 Defend
The detachment does not move, but receives certain advantages in case it is attacked/raided.

4.1.8 Guard
The detachment is alert. If a battle occurs in an adjacent hex, then the detachment will support any friendly
participants. The detachment can only lend support to one battle per turn.

4.1.9 Support
The detachment supports another detachment (for instance in an attack, defence etc.). This support mode is
superior (in its support value) to ‘Guard’ but has the restriction of the support being tied to a single specific
detachment before the player actually gets to know for which of his different detachments a battle might occur.
So ‘Support’ can give better support to one specific friendly detachment, while ‘Guard’ can give slightly less good
support also to just one friendly detachment, but can at a later stage choose which one to support.

4.1.10 Inactive
The detachment does nothing. All garrisons are considered having this order.

Units in orbit
Units in orbit are able to make drop pod attacks, and may choose (only) the battle orders 'Attack' or 'Planned
attack'. They may attack any unit that can be seen, or any hex regardless of sight and regardless of whether it
contains a detachment/Stronghold/Urban hex/etc. Note that, since detachments in orbit cannot be given any
orders in the Movement phase, this is their only way to be redeployed to the planet surface.

If an unseen hex, targeted by the attack, turns out to be occupied by an enemy detachment or garrison, then
battle occurs as normal. Only one detachment per player can deep strike into each hex in this way.

'Attack' and 'Planned attack' are the only orders allowed for a detachment in orbit. No orders counts as 'Inactive'
(i.e. stay in orbit)

Note that the program will only call for a ’Battle Order phase’ if there are any detachments next to a valid target
at the end of the Movement phase. (I.e. if there is a chance of actually being any battles at all.) This means that
if no other battles can occur, the program will not call for a Battle Order phase, and a player with a detachment in
orbit must ‘tell the program’ of any intentions of attacking with this unit if there is to be a Battle Order phase at all.
This can easily be done by a player with a detachment in orbit by checking ‘Plan to attack from orbit in the next
battle phase’ in the ‘Options’ menu. If this option is checked, the program will call for a Battle Order phase
regardless of whether there is a possibility for any other battles or not.

5. Battle Phase / 6. Battle Resolution Phase


In every hex where a detachment successfully attack/raids an enemy detachment/garrison a battle will occur.
The battles are fought simultaneously, but retreating detachments etc. are moved according to the battle
initiative of the attacker.

The battles are fought as Warhammer 40K battles (3rd edition). So the players have to meet and fight the battles
before the next turn (alternatively, the player can fight out the minature battle as a pbem game, using
Cyberboard (see ‘PBEM minature battles’ at the end of this document), or the computer can be set to determine
the results of the battle (in play-by-email campaigns for example)

5.1 Battle Initiative

1D6+strategy value (one initiative roll pr. player.) If two or more players have the same initiative, they (only) each
roll a die (unmodified), until it is determined who gets to move first.
Each player in turn carries out his detachments (except those who automatically loses initiative) battle orders,
following the battle initiative. The player decides in which order his detachments orders are carried out. This is
done by, prior to the Battle phase, selecting any of the detachments, and then setting the preferred battle priority
for that specific detachment.

If a detachment that has not yet carried out its orders is attacked or raided, then its battle-order is cancelled,
unless the order is 'defend' (for instance. if one detachment attacks another, and the target detachment wants to
withdraw, then it has to win initiative in order to do so).

A detachment cannot enter a hex that is occupied by an allied detachment.

If a detachment in orbit attacks a hex that is also being attacked by another of that player’s detachments, the
ground-based detachment will become the primary attacker, and the orbital detachment will become a
supporting detachment to the ground based detachment.

Thus, units from the orbital detachment may enter the battle as reinforcements (see below) in the same way a
normal detachment supports an attacking detachment.

After the battle, however, since any supporting units from the orbital detachment obviously cannot re-enter orbit
without a Spaceport, the detachment from orbit is located in the hex instead of the primary attacker. The primary
attacker will remain in its starting hex.

When all players have carried out battle orders, then they carry out orders for the detachments that automatically
lost initiative, one player at a time, same order as before.

5.2 Quick battles

Note: If not playing out the battle as a 40K tabletop battle, the easiest way is to let the computer determine the
battle result. The following section describes how this is done. It is not a part of the core rules and can be
skipped. In that case, just jump to section 5.3 and continue reading from there

If it is not possible to fight a WH40K battle (or if the participating players agree not to) then the outcome can
instead be determined by die rolls.
5.2.1 Damage Rolls
Each player rolls 4D6, discarding the highest and lowest dice, adds any modifiers, and inflicts a percentage of
their detachment's ready pt-value (the value of all the battle ready models in the detachment) as points of
damage on the enemy army. The army that inflicts most points of damage wins.

2D6+mod Dmg inflicted (%)


less than to 2 0
2 10
3 20
4 30
5 40
6 50
7 60
8 70
9 80
10 90
11 100
12 120
13 150
more than 13 200

5.2.2 Damage Roll modifiers


A number of factors can modify the damage roll.

Order Modifiers
 Attacker 'raid' or 'planned raid': attacker -1, defender -1
 Attacker 'planned attack' or 'planned raid': attacker +1
 Defender on 'defence': defence: +1
Size Modifier
 Roll 1D6: on '6' the player with the smallest force (lowest point total) gets +1 ('underdog courage')
Support Modifiers
 Each detachment supporting the defender: defender +1 (50% chance of an additional +1).
 Each detachment supporting the attacker from front of the defender: attacker +1
 Each detachment supporting the attacker from flank of the defender: attacker +2
 Each detachment supporting the attacker from rear of the defender: attacker +3
Front hexes: the two hexes adjacent to the hex occupied by the primary attacker
Flank hexes: the two hexes one hex away from the hex occupied by the primary attacker
Rear hex: the hex directly opposite the hex occupied by the primary attacker
Guard Modifiers
 Each detachment supporting the defender (but on ‘guard’ order): defender +1
 Each detachment supporting the attacker from the front of the defender (but on ‘guard’ order): attacker
+1
 Each detachment supporting the attacker from the rear of the defender (but on ‘guard’ order): attacker
+2
A: primary attacker, D: defender
Troop Category Modifiers
Each model type is assigned to a specific category to judge its effectiveness.

Three categories are for example:


Long range (general) Hvy wpn Infantry
Long range Anti Tank Hvy wpn Infantry
Long range Anti Inf Hvy wpn Infantry

Example:
An IG Anti tank squad (missile launchers, lascannons) is categorised as 'Long range Anti Tank Hvy wpn
Infantry' while an IG Fire support (hvy bolters, autocannons) is 'Long range Anti Inf Hvy wpn Infantry'.

A Devastator squad is 'Long range (general) Hvy wpn Infantry'. The devastators could be equipped with
all lascannons (would thus be 'AT' instead) or all heavy bolters ('Anti Inf'). However, the program does not
load the weapon data from the rosters (that would require some major changes, and is not planned at the
moment), so therefore the devastators are considered 'general' heavy weapons (can be used against both
tanks and infantry, but not specialised against either).

So, when units have choices of both 'anti tank' or 'anti inf' weapons, it is assumed that they have a 'bit of
both'.

Each category is then assigned terrain bonuses ranging from 3 to -3. This category determines the size of
force required in order to obtain the bonus. The sizes required are as follows:

1 400 points
2 800 points
3 1500 points

Negative values are the same, but give a -1 penalty instead of a +1 bonus.

If only a part of the point value is available this part determines the chance of gaining the bonus/penalty.

Example:
The category to which a Leman Russ battle tank belongs is given the value '1' on plains, meaning that a
400 point Leman Russ tanks squadron will give a +1 bonus. However, a single 150 pt Leman Russ tank
will have 150/400 = 37.5% chance of getting a +1 bonus on plains.

So '1' gives highest chance of a bonus, '-1' gives highest chance of a penalty. '2'/'-2' mean moderate
chance of bonus/penalty, while '3' or '-3' indicates an only slim chance of bonus or penalty.

Note: The exact values for each model type can be found in the program at the 'info' screen, by clicking at
the 'army list' button. Check 'toggle fonts' to view the values in rows (makes reading it much easier).

If an Urban hex (other than a village) is attacked, the terrain counts as 'Urban' (Cityfight rules). However, if
a Stronghold is also located in the hex, standard terrain will be used in the first turn, and then 'Urban' if the
hex is attacked again in the next turn (the attackers have penetrated the outer defences or found a way
into the densely populated areas of the Urban hex). The Stronghold will still give bonuses for the battle,
though.

Army Type Modifiers


In addition to the terrain modifier, each category gets bonuses/penalties (same system as above) against
certain 'types' of armies. There are six 'general types':
 Light Infantry: minimum 50% points regular 'light' Infantry (excluding characters, bikes etc.) (ie. Ork
hordes etc.)
 Heavy Infantry: minimum 50% points regular 'heavy' (i.e. power armour) Infantry (excluding
characters, bikes etc.) (I.e. Space Marine infantry etc.)
 Mounted/mechanised: minimum 50% points mounted in own transports (i.e. Blood Angels 'all-
mounted-in-rhino' army)
 'Monstrous': minimum 30% points 'Monsters' (i.e. Tyranid armies based on monstrous creatures)
 Armoured: minimum 50% heavy tanks (Armour 13+) (i.e. IG Armoured company)
 Standard: if none of the above (i.e. a 'mixed' army)
Stronghold Defence Modifiers
Stronghold defences can give additional bonuses/penalties, depending on the type of the attacking enemy
detachment (i.e. lots of tank traps are no use against an infantry army, but useful against an all
mechanised army).
Troop Range Modifiers
In addition to the previously assigned values, each category gets a 'range' value (i.e. at which range is it
'effective' (in relation to its point cost). Four range categories exist:
 Long (heavy weapons)
 Medium (24")
 Short (12")
 None

Example:
The 'Long range Hvy wpn Infantry' categories mentioned above would all have 'long' range, etc.
In that way it is possible to give a detachment a 'range' value that gives an idea of how close it has to
get to the enemy to be effective. This value will then be used to determine the impact of terrain. I.e. an
all assault army against an all shooting army would get bonus for lots of terrain and penalty in the open,
but if it fought against another all assault army, the terrain would matter much less.
Racial Modifiers
Modifiers based on race - mostly for the fluff:
 IG raid: -1
 DE raid: Enemy -1
 DE defend battle: -1
Artillery Support Modifiers
Artillery support cannot be used in support of or against raids. A detachment must be on ‘support’ battle
order (not just on ‘guard’) to provide artillery support
Artillery support adds a bonus, which is depending on the number and type of the artillery units in the
supporting detachment. In addition:
 Bonus for artillery support is halved (rounded up), except if fighting detachment is on 'planned attack'
or 'defend' battle orders
 Bonus for artillery support from two hexes away is halved (rounded up) (cumulative with above, i.e.
supporting a non-planned attack from 2 hexes away will result in the bonus being halved twice
(rounded up each time))
5.2.3 Casualties

The owning player chooses the casualties inflicted to his army. Only whole or half squads (or vehicles) may be
chosen. A damaged vehicle or a squad reduced to half size count as half their pt-value. If the attacker chose
'planned attack' or 'planned raid', or if the defender chose 'defend', then he may select 1/4 of the opponent’s
casualties (selected before the owning player selects the rest), but he can only reduce squads to half size or
select vehicles to be damaged.

NOTE: in computer simulated battles casualties are determined randomly. Because only whole or half squads
may be chosen as casualties, and the damage inflicted is the minimum point value required, the actual value of
the casualties lost often exceed the damage inflicted.

Casualties are wounded as usual (i.e. normal recovery roll after the battle).

Example: Player A has a 1000 pts army and player B has a 700 pts army. Player A rolls '5', thus doing 40% of
1000 = 400 pts of damage. Player B rolls '6', thus doing 50% of 700 = 350 pts of damage. So player A wins, and
ends up with an army of 650 pts, while player B has an army of 300 pts.

5.3 WH40K Battle

Postponing a tabletop battle

When playing in a campaign, it is inevitable that sometimes two or more players simply will not have the time to
play their tabletop battle(s) needed for the campaign to continue.

To prevent the entire campaign to become bogged down, it is possible for those players who wish, to postpone
their tabletop battle to the next turn. Note that both of the players must agree on postponing the battle.

Postponing a battle will have several effects on the hex the battle is to take place in. This is because neither of
the players should be able to exploit the possibility of postponing a battle, and it should mainly be used as a last
resort, when playing the battle within the current turn is impossible. Anyway, the effects on the battle hex are:

 Participating units cannot be given new orders, they don’t ‘Recover’ at the end of the turn, and they
cannot be disbanded
 Later arrived non-participating detachments cannot support in any way
 Newly built detachments can't be deployed in the battle hex
 Units cannot enter the battle hex (by movement or retreat)
 Strongholds in the battle hex can't be upgraded, and garrisons can't be built at that Stronghold
 Urban hexes in the battle hex can't be upgraded. Furthermore in that Urban hex convoys can't be
created, no new buildings or detachments can be built, and detachments can't be reinforced
 Strongholds and/or Villages can't be built in the battle hex
 No corruption or infestation will spread into the battle hex
 The battle hex cannot be claimed by neither the participating detachments or another detachment

Postponing a battle is only possible for campaigns where the battles are played on the tabletop. Campaigns
played entirely by mail quite naturally have no need for postponing any battles, and thus no possibility for it
either.

5.3.1 Preparations for battle

Note: the following rules regarding terrain setup are meant as guidelines only - the players are free to set up in a
different way (if they both agree to this)
5.3.1.1 Terrain
The terrain depends on the type of terrain in the hex in which the battle occurs. The terrain is set up by
using the random terrain generators below. You can use some other method to set up terrain (this is of
course permitted, as long as both players agree). In this case, the terrain of the battlefield should be
determined by the terrain of the hex (i.e. if the battle is fought in a plains-hex, there would be few or no
woods or hills, but lot of grass and perhaps a river, etc.).
NOTE: Terrain of jungle, mountain and swamp-hexes are a special form of terrain (see below).

If a road exists in the hex it may (50% chance or if players agree) be placed on the battlefield (Road: 4"
wide).

5.3.1.2 Terrain generator


For each 24"*24" square of the battlefield roll 1D6 and halve the result (rounding up - eg. 1-3). This is the
number of terrain pieces in that square.
Terrain of plains-, hills- and forest-hexes are determined as follows: For each terrain piece, each player
rolls 1D6. The player who rolls the highest number rolls on the relevant table below, according to the
terrain in the hex, and places the terrain type (at least half of it must be in the square).
The terrain of jungle-, mountain- and swamp-hexes are generated in the same way as jungle terrain in
Codex: Catachans: basically the battlefield is covered by the respective terrain type (jungle, mountains,
swamp). Roll once on the terrain generator for each 12" of the table's longest edge. The feature can be
placed anywhere on the table.
The standard terrain features in the tables below are as explained in the WH40K rulebook, except when
noted.

Plains:
‘Standard terrain’. Just use standard terrain

Grasslands:
2D6 Feature Notes
2 Deep river or
lake
3 Shallow river
4 Settlement
5 Rocks 1-2 'large'
6 Wood
7 Tall grass As Crop field, except no fences
8 Underbrush As Tall grass, but difficult terrain for infantry
9 Hill
10 Structure
11 Ruin
12 'Special' Choose an (unusual) terrain piece, or re-roll

Hills:
2D6 Feature Notes
2 Deep river or
lake
3 Shallow river
4 Steep hill
5 Rocks
6 Wood
7 Hills
8 Hills
9 Tall grass As crop field, except no fences
10 Structure
11 Ruin
12 'Special' Choose an (unusual) terrain piece, or re-roll

Forest:
2D6 Feature Notes
2 Deep river or
lake
3 Shallow river
4 Dense forest As forest, but very difficult for infantry, vehicles make a difficult terrain
test for each 6" (or fraction of 6")
5 Rocks
6 Underbrush See 'plains'
7 Forest
8 Forest
9 Hill
10 Structure
11 Ruin
12 'Special' Choose an (unusual) terrain piece, or re-roll

Jungle:
The entire battlefield is covered by jungle, except where other features exist. See Codex: Catachans for
further details. Difficult terrain for all models. If two 1's are rolled for the difficult terrain test, the unit is
spooked (may not move, shoot or assault this turn). Vehicles make a difficult terrain test for each 6" (or
fraction of 6") they move in jungle. Line of sight is 6" through jungle (not counting trails or other clear areas
in the 6").

The terrain generator below is from Codex Catachans p. 18.


2D6 Feature Notes
2 Dangerous 1D6: 1: Marshes, 2: Thermotropic vines, 3: Venus mantrap, 4: Spitting
terrain cactus / Strangle vine, 5: Carnivore lair, 6: Boiling mud / Tar pits.
Feature up to 12" diameter.
3 Settlement D3 trails
4 Stream
5 Clearing 12" diameter. D3 trails. OR add 6" area of clear around an existing
settlement.
6 Hill Covered in jungle
7 Clearing As above.
8 Barren hill
9 Clearing As above
10 Road 4" wide
11 Ravine 12"-24" long, 1"-6" wide. Bridge: fallen tree: cross: each model 1D6,
removed on '1'. Trails to bridge.
12 Overgrown ruin Trails are 2” wide and connect features as noted above.

Mountains:
The entire battlefield is covered by mountains, except where other features exist. As steep hill, covered in
snow, difficult terrain for all models. Vehicles make a difficult terrain test for each 6" (or fraction of 6") they
move.
2D6 Feature Notes
2 Deep river or lake
3 Settlement D3 trails
4 Forest
5 Plateau Clear, 12" diameter. 50% chance: D3 trails. OR add 6" area of clear
around an existing settlement.
6 Peak Snow covered hill. Difficult terrain.
7 Cliff Hill with 1-2 steep sides (impassable terrain)
8 Plateau As above
9 Ravine As below
10 Pass 6" wide. Clear. Stretches all across the battlefield.
11 Ravine 12"-24" long, 1"-6" wide. Bridge: fallen rock: cross: each model 1D6,
removed on '1'. Trails to bridge.
12 Ruin Trails are 2" wide and connect features as noted above.

Swamp:
The entire battlefield is covered by swamp, except where other features exist. Difficult terrain for all
models. If two 1's are rolled for the difficult terrain test, the unit is spooked (may not move, shoot or assault
this turn). Vehicles make a difficult terrain test for each 6" (or fraction of 6") they move.
2D6 Feature Notes
2 Carnivore lair (see 'Jungle'). Up to 12" diameter.
3 Settlement D3 trails
4 Stream Shallow river
5 Dry spot 12" diameter. D3 trails. OR add 6" area of dry around an
existing settlement.
6 Jungle Up to 12" diameter.
7 Dry spot As above.
8 Stream As above
9 Dry spot As above
10 Marshes Up to 12" wide (see 'Jungle')
11 Road 4" wide.
12 Overgrown ruin Trails are 2" wide, dry and connect features as noted
above.

5.3.1.3 Missions / Scenarios

Note: the following missions/scenarios are from 3rd/4th. ed. - they should be modified as appropriate if
playing other editions.

The players agree on playing either a scenario or a ‘Campaign normal battle’ (see below). If they cannot
agree, roll a D6: 1-3: ‘Campaign normal battle’, 4-6: scenario.

Scenario:
The scenario depends on the battle orders of the participants and the location of the battle. Find the
relevant situation below, and roll 1D6 to determine which scenario is played. (For 'Special', see below):

Attacker 'attacks' ('attack'/'planned attack' battle order):


Defender has Stronghold in hex:
1D6 Scenario
1-3 Battle: Bunker assault
4 Raid: Strongpoint attack
5 Breakthrough: Blitz
6 Special
Defender is on 'withdraw' battle order:
1D6 Scenario
1-3 Breakthrough: Rearguard
4-5 Breakthrough: Breakout
6 Special
Otherwise:
1D6 Scenario
1 Standard: Cleanse or Nightfight (50% chance each)
2 Standard: Patrol
3 Standard: Rescue
4 Battle: Take & hold
5 Battle: Meat grinder
6 Special

Attacker 'raids' ('raid'/'planned raid' battle order):


Defender has Stronghold in hex:
1D6 Scenario
1-4 Raid: Strongpoint attack
5 Breakthrough: Blitz
6 Special
Otherwise:
1D6 Scenario
1-3 Raid: Sabotage
4-5 Raid: Ambush
6 Special

'Special': The player’s rolls a number of dice each equal to their strategy rating. The defender rolls an
extra die if on 'defence'-order, the attacker rolls an extra if on 'planned attack' or 'planned raid'. The winner
decides which one of the available scenarios is played. Alternatively a special scenario may be chosen, if
it corresponds to the situation (i.e. a Slave raid if a Dark Eldar player raids etc.).

If a defender has a Stronghold, the defences, turrets, bunkers etc. built in the Stronghold replaces all
bunkers, fortifications etc. in the scenario. So the defender places all his defensive constructions instead
of those mentioned in the scenario.

'Campaign Normal Battle':


The winner is determined by using Victory Points. In addition to the standard Victory Points for destroying
enemy models, each player gets 150 Victory Points for each table quarter he controls (as in a 'Cleanse'-
mission) when the game ends - if the attacker 'attacked', but not if he attacked a Stronghold or if he
'raided' (i.e. Victory Points for table quarters are not given in raids or if a Stronghold is attacked).

Special rules:
These are used as follows ('always' means that the rule always are available; 'roll' is explained below):
 Random Game Length: 1D6: 1-3: No, 4-6: Yes (unless both players agrees to play for 6 turns, or any
other number agreed upon)
 Reserves: attacker: always, defender: roll
 Infiltrate: both attacker and defender rolls. Infiltrating units are set up after all other units. They may be
anywhere on the map, but at least 18" from any enemies.
 Deep strike: both attacker and defender rolls
 Night- or day-battle: if the attacker has 'planned attack' or 'planned raid' orders he chooses, otherwise
it is always a day-battle.
 Bunkers and fortifications: only if the defender has a Stronghold in the hex where the battle occurs
then the defender sets up defences on his half of the table according to what he has built for the Stronghold
(towers, trenches etc.). Buildings (towers and bunkers) must be at least 6" from any short board edge, and at
least 3" from the long board edge. Walls may be placed anywhere on the defenders half of the table, though.

If the primary attacker is attacking from Orbit, then the defender may set up on the entire board. All
buildings must be at least 12" from any board edge.
The enemy can control a building if he moves models into it, and no defending models occupy it.
 Preliminary Bombardment: if the attacker has chosen 'planned attack' (not raid), and he has barrage
(i.e. guess) weapons in either the attacking detachment or in a 'supporting' detachment, he may perform
preliminary bombardment.
 Sentries: Normally not used, but if the players prefer it can be used in raids.
 Hidden Set-up: If the primary attacker attacks from Orbit the defender uses hidden set-up, otherwise it
is not used.
 'Rolls': when a player 'rolls' for an special rule, he can use it on 4+ on 1D6, with the following
modifications:
Defender:
+1 if on 'defence'-order
-1 if attacker raids
Attacker:
+1 if 'planned attack' or 'planned raid'

5.3.1.4 Set-up
Deployment Zone: Each player has a deployment zone from his board edge and 12" forward. Preferably
there should be 24" between the deployment zones, and at least a minimum of 18" (if this is not possible,
then the zones should be smaller, to allow 18" between them). To determine who selects a side first, each
player rolls 1D6. The defender adds +1 if on 'defend'-battle order. The attacker adds +1 if on 'planned raid'
or 'planned attack' battle order. The player who gets the highest result selects his side first. In case of a tie
each player rolls 1D6 (unmodified) until one rolls higher than the other.

If the primary attacker is attacking from Orbit, then the defender may deploy on the entire board, using the
hidden set-up rules. All units must be at least 6" from any board edge.
If the defender has a Stronghold in the hex, he may, after terrain is set up and sides has been determined,
choose to remove one (if Camp, two if Fortification, three if Fortress) terrain piece(s) located on his half of
the board. Only terrain that could logically be burned or otherwise removed by the defenders (eg. woods,
tall grass etc. but not hills, river etc.) may be removed. This represent the defenders having prepared firing
lanes, and removed enemy cover in front of their fortified positions.

Raids: The defender always sets up all units first, then the attacker.

Attacks: Roll 1D6. On 1-3 then one side sets up all units before the other side. On 4-6 then each side sets
up one unit at a time, in the following order: Heavy Support, Troops, Elite, HQ and Fast Attack. To
determine who sets up first, each player rolls 1D6. The defender adds +1 if on 'defend'-battle order. The
attacker adds +2 if on 'attack battle' order or +3 if on 'planned attack' battle order. The player who gets the
highest result sets up first. In case of a tie each player rolls 1D6 (unmodified) until one rolls higher than the
other does.

5.3.1.5 Initiative
To determine who chooses which player gets the first turn, each player rolls 1D6 with the following
modifications:
Attacker:
 'Raid’ battle order: +3
 'Planned raid' battle order: +4
 'Attack’ battle order: +2
 'Planned attack' battle order: +3
Defender:
 'Defend’ battle order: +2
 In case of a tie each player rolls 1D6 (unmodified) until one rolls higher than the other does. The
player who rolled highest decides whether to go first or second.

5.3.2 General Rules

5.3.2.1 Participating models


All units from the involved detachments/garrisons participate in the battle, with the following restrictions:
 A unit must be at least half strength (in number of models) and undamaged (in case of vehicles) in
order to participate. Models may be transferred from one unit to another as long as it is the same type of models
(eg. Imperial guardsmen).
 Special and heavy weapons and equipment are not transferred with the model; it stays with the unit.
After transfers, the units must still have the same form as when created (i.e. the same number of maximum
models, same heavy and special weapons, same special equipment etc.). So, basically what is allowed is to
substitute dead or wounded models in a unit by models of the same type from another unit.
 As many units as possible must be at full strength (i.e. have original maximum number of models). If
that is impossible, one unit must have as many models as possible. Only then is it allowed to use units that is not
at full strength, but at least at half strength, in the battle.

Example: 4 squads of Imperial Guardsmen with 4, 6, 6 and 7 models. These models must be transferred
into three squads with 10, 10 and 3 models, thus only two of them (the two 10-man squads) can be used.
Had the 4th squad had 9 models instead of 7, then the squads created would have 10, 10 and 5 models,
and could thus all be used.

5.3.2.2 Deep Strike from Orbit


If a detachment attacks from orbit, and it is the primary attacker of a hex, then roll 1D6 for each unit. The
unit arrives in the first turn on 3+ (2+ if 'planned attack') as deep strike (all normal rules for AA-fire applies
(see below). All enemy units are considered able to fire). Units not arriving in the first turn arrive in turn 2
(or subsequent turns) on a roll of 2+.

5.3.2.3 'All-reserve' detachments


If the primary attacker or defender is a detachment that starts with all units in reserve (an Imperial Guard
Super-Heavy Bomber detachment), then check which units arrive in the same way as for a deep striking
detachment (see 5.3.2.2 Deep Strike from Orbit, above). If the 'All-reserve' detachment is the defender
and the defender is required to set up his models first, then units that arrive in the first turn are set up as
normal instead of actually 'arriving'.

5.3.3 Fighting the Battle

5.3.3.1 Reinforcements from other detachments


During the battle that is a result of an ‘attack’ or ‘planned attack’ (i.e. not a ‘raid’ or a ‘planned raid’), it is
possible for both the attacker and the defender to get reinforcements from other detachments that are
located in hexes adjacent to the 'battle-hex'. The attacker can also support with detachments in orbit
ordered to ‘attack’ the detachment/hex.

Raids cannot be supported by the attacker, since raids are ‘hit and run’, not large scale operations.
Defenders may support against raids, but artillery bombardment cannot be used, also since raids are ‘hit
and run’ and are simply too fast for artillery to be effective against them.

Only detachments that are supporting one of the primary detachments involved in the battle, or
detachments on 'guard'-battle order adjacent to the battle hex, can lend reinforcements. A detachment
cannot try to lend reinforcements if it is providing artillery support in the same turn (see 5.2.3.2 below).
Also, if a detachment cannot enter a hex due to terrain restrictions, it may only provide artillery support
(and not reinforcements).

From turn 2 onwards each player may attempt to draw one 'slot choice' (i.e. 1 troop choice or 1 fast attack
choice etc.) per detachment per turn into the battle. It is successful in the same way as normal reserve
rolls (i.e. on 4+ on 1D6 in the 2nd turn, 3+ in the 3rd, etc.), subject to the following cumulative modifiers,
depending on the unit:
 HQ: -1
 Fast attack: +1
 Non-vehicle/no transport Heavy support: -1
 Unit has 'Infiltrate' or 'Scout' special ability: +1
NOTE: 'Scout' ability as a WH40K rule (i.e. free move after set up etc.), not as campaign scout unit.
 Each full 200 points of cost: -1 (i.e. 200-399 pt: -1, 400-599: pt -2, etc.)
 If attacker: Primary attacking detachment on 'planned attack'-battle order: +1
 If defender: Primary defending detachment on 'defend'-battle order: +1
 Unit's Detachment on 'guard' order: -1

Note that a 'slot choice' may include more than one unit (Imperial Guard platoons etc.). In this case all
units must have 'Scout' or 'Infiltrate' abilities in order to get this bonus. Included in a 'slot choice' are any
additional models that normally are attached to it (i.e. an Imperial Guard HQ 'slot choice' may include a
Command HQ, support squads and a Commissar).

Units arriving as reinforcements may not make any assaults in the turn they arrive. Units from other
detachments arrive in addition to any normal reserve units, and counts as normal reserves, except where
noted. Units from orbit arriving in this way counts as 'Deep Strike'. Other units arrives from table edges
depending on the position of their detachment on the strategic map:

Reinforcements supporting the attacker:


Front: The two hexes adjacent to the hex occupied by the primary attacker. The unit enters the game
from the attackers long board edge.
Flank: The two hexes one hex away from the hex occupied by the primary attacker. The unit enters the
game from the appropriate short board edge, outside the opponent’s deployment zone.
Rear: The hex directly opposite the hex occupied by the primary attacker. The unit enters the game from
the defenders long board edge, and may thus enter the board in the opponent’s deployment zone!

A: primary attacker, D: defender

Reinforcements supporting the defender:


Front: The two hexes adjacent to the hex occupied by the primary attacker. The unit enters game
from the appropriate short board edge, outside the opponent’s deployment zone.
Flank & Rear: All other hexes. The unit enters game from the defenders long board edge.

5.3.3.2 Artillery Bombardment


Artillery weapons (barrage i.e. Guess) can fire into the battlefield, if the battle is a result of an attack (not
raid). They must be from detachments supporting (on 'support', not 'guard' order) one of the participants in
the battle. They must also be within bombardment range. The bombardment range is one hex (i.e.
adjacent) for most weapons, but two hexes if the weapons range is 100" or more. Artillery may fire over
other detachments (i.e. does not need 'line of sight' on the strategic map).

Artillery Support is available based on the situation:


 Only detachments on 'support' (not 'guard') may provide artillery support
 No artillery support in support of or against raids
 Fighting detachment on 'planned attack' or 'defend': artillery support available from turn 1 onwards
('planned attack' allows (standard) preliminary bombardment if at least one barrage weapon is
participating/supporting - siege masters only get additional preliminary bombardment if the attack is
against a Stronghold)
 Otherwise: artillery support available from turn 2 onwards

Each vehicle or vehicle squadron that can provide indirect fire support can be called in on a 'Fire Mission'
from a model that is actually on the table.
A supporting detachment cannot provide artillery support and attempt to send in reinforcements in the
same turn.

Fire Mission:
 Counts as firing a Heavy weapon, and all heavy weapon rules apply.
 Unit leader upgrades, characters and vehicles bought as a separate HQ choices can call for a Fire
Mission
 A single fire Mission can call in a single Vehicle/Squadron.
 The model calling for fire can call for fire at a different target than what the rest of his unit is firing at.
 The model guesses range from his position with a minimum guess of 18" (even if the artillery weapon
has a greater minimum range, i.e. basilisk). The maximum range of the artillery unit is measured from
the model making the call
 The model then rolls a base LD test to see how well of a Fire Mission was called in:
- Place the template at the guessed range (no line of sight required)
- If the leadership test was passed, then the fire scatters D6/2 on a hit and D6*3 on a scatter result
of the scatter die (i.e. triple normal scatter, and scatters half a D6 “ even on a ‘hit’ (in the direction of
the small arrow on the die))
- If the leadership was failed, add 1 to the scatter die roll for each point the Ld test was failed by (i.e. :
Ld 8 rolled a 10 = scatter of D6+2/2 for a hit and D6+2*3 for a scatter result.
- If the leadership rolls a double 1 for the LD test then the template uses standard ordnance rules of
a hit not moving and a scatter result only scattering D6"
- If supported from 2 hexes away: always count a 'hit' on the scatter die as an arrow (i.e. scatter)
instead
 The leadership test for a Fire Mission are modified as follows:
- For each fire mission after the first in a single turn from the same model: -2 LD to the second
mission, -4 to the third, -6 to the fourth, etc.
- If the firing unit is a squadron (IE 3 basilisks) then the Ld test is a -1 for each vehicle in the
squadron after the first (i.e.: a Ld 8 model calls in a salvo from a heavy support choice of 3 basilisks.
The Ld test is at -2).
- Comm Link will allow a reroll of a Fire Mission leadership test (passed or failed).
- Improved Comms count as a comm link if the model calling for fire is touching or inside a vehicle
with Improved Comms, or if the vehicle itself is making the call (in the case of HQ vehicles). If used
this way the improved comms may not be used to re-roll for reinforcements in the same turn.
- A 'supreme commander' that is standing on a hill that is at least 6" tall and is by himself can call fire
support missions with an autopassing leadership regardless of the number of support batteries being
called in.
 A Fire Upon My Position mission can be called in with the following additional rules:
- The army must be at 75% casualties
- A Ld test must be passed at a -2 modifier
- Failing the Ld test means the mission was not called in.
- Passing the test allows for guess within 18" of the model making the call (no minimum range, may
even be centred on the model)

5.3.3.3 AA-weapons (Anti-Aircraft Mount)


These weapons are designed to be used against fast, flying targets. They hit skimmers as normal, even if
skimmers move 6" or faster (i.e. not only glancing hits), and shoot at flyer's without adding 12" to the
range, and use the normal BS, instead of only hitting on '6'.

However, AA towers hit ground targets on '6' only (regardless of BS), and can only fire at them if they are
at least 36" away, as they cannot be depressed low enough to shoot at closer targets.

5.3.3.4 Deep strike against Stronghold


Units that deep strike against a Stronghold through the air (i.e. not teleporters) can be fired upon by
ground defences.

A unit in a weapon tower or an AA-weapon may instead of shooting 'watch the skies' (ready to shoot at
enemy drop pods). It then gives a bonus to the following roll against one enemy unit that deep strikes the
following turn. Normally the exact target for the bonus cannot be chosen, but the general type can, and the
exact target is then randomly determined. (Eg. different types in a Space Marine drop pod army might be
drop pods containing 1:Infantry, 2:Dreadnoughts, 3:Land Speeders etc.).

Roll 1D6 for each enemy unit that deep strikes. On a modified roll of '7' or more the unit is destroyed
before landing. An unmodified roll of '1' always misses

Modifiers:
 Fortification: +1
 Fortress: +2
 **Each AA-weapon: +1/+3*
 Each unit in weapon-tower: +1*
 Each unit with AA-mounted weapon: +2*
*=Only against one target per turn, and only if 'watching the skies' (i.e. did not shoot, and is not engaged
in close combat or broken etc.)
**=Each 'ready' AA tower gives a +1 modifier to all rolls, and gives an additional +2 (for a total of +3)
modifier against one unit per turn.

5.3.3.5 Reserves
If a player is allowed to use the 'reserves' special rules, then he is allowed to keep units in reserve for the
entire battle (i.e. not using them at all). These units must be declared before the battle, and their point cost
is not included, when the strength difference is calculated for VP/DXP purpose (see 5.3.4.5, below).
However, the minimum requirements of the force organization chart must still be met (i.e. at least two
troop choices and one HQ choice must be fielded, before any units can be (voluntarily) held in reserve).

5.3.3.6 Retreat
No unbroken units may leave the battlefield, until the owning player has declared 'retreat'. 'Retreat' can be
declared from the beginning of turn 3. After ‘retreat’ has been declared by a player, any of his units can
leave at his table edge, or the table edge in the direction of his normal fall back for those scenarios where
a player’s deployment zone isn’t at one of the table edges.

Note that once one of the players has declared retreat it is still only his units that may voluntarily retreat off
the table. It is not a general retreat for both of the players.

Retreating garrisons are destroyed after the battle. If a player declares retreat, then he automatically loses
the battle, except if he is conducting a raid that is played as a 'Campaign normal battle' (see above). In
this case victory points determine the winner as usual.

5.3.4 After the Battle

5.3.4.1 Broken units


Any broken unit that have moved off the table must make a Leadership test or be considered lost, (all
models are dead, no chance of being wounded etc. All heavy and special weapons and special equipment
is lost). If the unit passes the test it re-joins the detachment, and has to roll any appropriate casualty rolls
for models having been lost during the battle (see below).

5.3.4.2 Winner
The winner is determined by the victory conditions of the scenario or by victory-points for a 'Campaign
normal battle', except:
 If a player has declared 'retreat', then he is the loser, except if he conducted a 'raid' or 'planned raid',
and the battle was fought as a 'Campaign normal battle'.
 If a player has no models left on the battlefield, he is the loser, except if he conducted a 'raid' or
'planned raid', and he has retreated with some unbroken units.
 If a player attacked a Stronghold and has more victory-points than the defender, he can only win if the
defender controls no buildings (i.e. they are all destroyed, controlled by the attacker or uncontrolled), or if the
defender has retreated or has no models left. Otherwise the defender is considered the winner.

5.3.4.3 Drawn battles


If a battle ends as a draw (in a cleanse mission for instance), the defender is considered the winner.

5.3.4.4 Winner BP
The winner gets BP equal to 1/2 of the point value of enemy models destroyed (from pillaging etc.).
The BP is placed in a convoy in the same hex as the army. The winner captures any enemy convoys in
the battle hex.

5.3.4.5 VP
The winning player gets VP (campaign victory points) according to the difference in strength:

The value (cost in BP) of the winners participating units (half for bombarding units) minus the value
of the losers participating units (half for bombarding units) (excluding buildings, defences etc.)

Difference in strength VP
more than 1250 1
751 to 1250 2
501 to 750 3
251 to 500 4
1 to 250 5
-250 to 0 6
-500 to -251 7
-750 to -501 8
-1250 to -751 10
less than -1250 15
NOTE: In addition a player gains 25 VP if he captures an enemy capital. Those 25 VPs are gained
regardless of whether or not the campaign’s victory condition is ‘First Capital to fall’ and regardless of
whether or not the player loosing the Capital moves his (now non-existing) Capital to another Urban hex in
a subsequent turn.

5.3.4.6 Casualties

Infantry:
All models with ‘normal characteristics’, (i.e. not vehicles), that were lost during the battle, must after the
battle roll a Casualty roll according to the table below. This roll of 1D6 is made once for each single model,
(not once for each squad), so every individual model can be dead, wounded, or lightly injured after a
battle.

Models included in this category are for example, infantry, bikes, cavalry, models with jump packs, etc. In
general, if it’s not a vehicle it will probably fit into this category.

Battle result Dead Wounded Light injury


Lose 1-3 4-6
Win 1-2 3-4 5-6

Note: If playing a miniature tabletop battle then the computer does not perform these casualty rolls. The
players should make the rolls before they enter the result of the battle (and thus their casualties)

Models with a light injury are considered fit for fight and do not count as wounded. Any wounded models
stays with the unit but cannot fight. Dead models are lost.

If a player has voluntarily retreated from the tabletop battle, then all his models from broken units (both on
or off the board) and all his models from destroyed squads (i.e. all models have been
killed/captured/broken/taken out in any way) are automatically considered dead (no rolls).

Special characters:
Special characters, however, get a second chance. If a special character is considered 'dead/lost’ roll 1D6.
On 4+ he is just badly wounded instead (considered 'wounded'). If a special character is lost, he may not
be used again in the game.

Multiple-wound models:
Models with multiple wounds, that have lost at least half of their wounds, (but isn’t dead/lost), must make a
casualty roll at the end of the battle, treating 'killed' results as ‘light injury’ (i.e. ready). That means that
either the result ‘killed’ or the result ‘light injury’ will result in the model being ready. Only the result
‘wounded’ will actually affect the model, causing it to be ‘wounded’ like any other ‘wounded’ model, quite
naturally.

Vehicles:
After the battle, damaged or lost vehicles are allowed one special casualty roll each. Note that this is a
single casualty roll per vehicle - not one casualty roll for each ‘Weapon Destroyed’ etc. a vehicle might
have. Thus, either the vehicle succeeds with its roll and all its damages are repaired, or it fails its roll and
stays in whatever sorry state it was immediately after the battle.

On the winning side:


Vehicles damaged in the battle are repaired on a roll of 4+
Vehicles destroyed in the battle (unless destroyed by a '6' on the ordnance table) are considered to be
merely damaged on a roll of 4-5 and fully repaired on a roll of '6' (i.e. 1-3:destroyed, 4-5: damaged, 6:
repaired.)

On the loosing side:


Vehicles damaged in the battle are fully repaired on a roll of 5+
Vehicles destroyed (or immobilised) in the battle are automatically lost, i.e. destroyed.
NOTE: In the case of ‘Immobilised’ vehicles, for the loosing side they are considered lost as well, since
they are left at the mercy (fat chance) of the winning army.

Buildings/Defences:
Buildings, installations and other defensive structures in a Stronghold that were destroyed during the
battle, will not get a casualty roll after the battle. They will therefore stay destroyed if they were destroyed
in the battle.

Installations damaged, but not destroyed, by the battle will get a special recovery roll each. On the roll of
1-3 they are so badly damaged that they are lost. On the roll of 4-6 they can be repaired before any
upcoming battle, and therefore counts as undamaged.

Installations that can only be destroyed, and not damaged, such as Tank Traps, are quite obviously
destroyed after the battle, should they have received such a result.

‘One off’ defensive structures such as booby traps and command activated mines will be automatically
replenished before the next battle.

5.3.4.7 Detachment XP: DXP


A detachment receives 1 DXP per VP it gains in battle and an extra 2 DXP per battle it fights (win or lose).
Only the 'primary' detachment of each side gets this amount of DXP for a battle. Units supporting in a
battle or a raid receive only 1 DXP.

When a detachment gets more DXP, it is allowed a larger maximum size. The normal Force Chart must
still be used, although the detachment of course can change its amount of ‘Troops’, ‘Elites’, etc. within the
normal WH40K rules. The new maximum points for veteran detachments are as follows:

DXP Rank Max. size (pts)


0 Normal 1500
10 Veteran 1750
20 Hardened Veteran 2000
30 Elite 2250
50 Ultra Elite 2500
Note: This rank is indicated by small stars shown at the icon of each detachment ranking above
‘Normal’.

When reinforcing a detachment in this way, points will of course only have to be spent for any new troops
added to the detachment. This is the case just as when reinforcing any other detachment from a lesser
points value, up to 1500 pts.

5.3.4.8 Withdrawals
NOTE: Only for battles fought as a result of an 'attack' battle order (i.e. not 'raid')
After all battles have been fought, losing defending detachments must withdraw from the hexes. All losing
garrisons are destroyed, since they cannot withdraw. If the attacker initiated the battle by dropping on the
hex from orbit, and the defender won, then the attacking drop pod detachment must withdraw, although
quite naturally it does not withdraw back up to orbit. Detachments are withdrawn in the same order as the
attacks of the battles they fought in occurred (i.e. the losers of the first battle withdraws first etc.).
Attackers loosing will withdraw to the hex from where they attacked (see below).

A withdrawing detachment must move one hex. It cannot enter a hex with terrain impassable to the
detachment (i.e. infantry cannot enter a sea hex etc.) and it cannot enter a hex occupied by an enemy
detachment. A defending detachment may not move into the hex, from which the attacker came.
Otherwise the detachment must make the move according to the following priorities:

1. Attacking detachments must if possible withdraw to the hex from which they attacked, or else to an
adjacent hex.
2. Defending detachments must withdraw away from the attacker - move to the hex opposite to the
one that the attacker came from if possible. Otherwise to a hex adjacent to this hex if possible.
3. Avoid withdrawing into an enemy ZOC. However, the ZOC of the detachment just fought against
does not count, of course.
4. Withdraw into a friendly hex.
5. Withdraw into a non-enemy hex (i.e. unexplored hex)
6. Withdraw into an enemy hex.

The detachment must withdraw into an empty hex if possible. If it withdraws into a hex occupied by a
friendly detachment then it is 'scattered' and reappears in the capital 5 turns later.

If a detachment is unable to withdraw it is destroyed.

If the attacker won, then the primary attacking detachment is moved into the hex. If the primary attacker
was supported by a drop pod detachment, then the drop pod detachment stays in the hex that was
attacked, and the primary attacking detachment stays in its starting hex.

For battles fought as a result of a 'raid'-battle order: The attacker always stays in the hex from which the
raid came, and the defender does not withdraw. Any BP the attacker has gained from the battle is located
in the attacker’s hex (in a convoy).
7. End of Turn
7.1 Recovery

Each player makes a recovery roll (1D6) for each wounded model or damaged vehicle. On 6 the model is getting
better/repaired and is considered ready for battle. On 1-5 it is still wounded/damaged. Add +2 to the roll if the
detachment is in the Capital or +1 if in any other Stronghold or Urban hex
(Note: Medic Centre and Repair Facility only counts when a detachment has the 'recover' order, not for this end
of turn recovery)

7.2 Victory check

Check to see if a player fulfil the victory conditions, and thus has won the game. Also check to see if any players
are eliminated from the game.

A player is eliminated if he has no units (convoys, garrisons or detachments), Urban hexes or Resource hexes
left. He is then out of the game.

7.3 End of turn

A new turn begins.


Army Lists: Special Rules
The following rules are special rules for different army lists. Only the general special rules are noted below.

For a complete list of all army list dependent rules such as:
 Which buildings allow which models to be built
 Which models are allowed in which detachment types
 The structure of special detachments
 Which items/models are ‘rare’ etc.
Refer to the special rules for the relevant army list on the info-screen (in the WH40K campaign computer game).

NOTE: Notes ([ ]) are fluff used to justify the special rules.

Special Rules

General - All armylists:


 Custom Vehicles: (created by Jervis's Vehicle Design Rules from White Dwarf 252 - if playing later editions,
this is optional) are considered 'Rare'. (In the computer game they are only allowed in standard detachments,
and are always considered to be a 'Heavy Support' choice - see ‘Rules Changes’ chapter)

Imperium - All Space Marines, Imperial Guard and Sisters of Battle army lists:
 Grey Knights: An Imperial player may have one squad of Grey Knights in the Army, but only if there is a
Chaos Player in the game. The squad belongs to a detachment (counting towards maximum points and elite
choices), but only takes part in battles as described in the Grey Knight Rules. It is considered 'very rare'.
 Heroes of the Imperium: All Imperial players can use heroes of the Imperium (normal restrictions, max '0-1'
etc). Assassins are considered 'rare' (i.e. max. 1 assassin in the army).

Space Marines - All Space Marine army lists (except Chaos):


 Orbit: Drop Pod detachments are deployed in orbit. Detachments in orbit may attack (drop on) any hex on
the map. A drop-pod detachment may move to orbit in the movement phase if it occupies a hex with a spaceport
that allows transport i.e. currently no warpstorm. The detachment may not drop from orbit in the same turn as it
moves into orbit. This applies to both the turn it is being built (and is deployed in orbit), and in any further turns if
it is moved back to orbit in the movement phase.
 And they shall know no fear: Space Marine Units below 50% of starting strength may be used in battle.
However, the maximum number of full strength units must still be used, before any reminding models can form
squads or squadrons. Also, Space Marine units with the campaign scout ability will still function as scouts even if
below 50% strength. Damaged vehicles follow the normal rules (i.e. may not be used in battle).
 Legion of the Damned: A Space Marine player may have one Legion of the Damned unit in the Army. It is
considered 'very rare'.
 Space Marine detachments can only be built in the capital (Chapter Monastery) or in an Urban hex with a
Spaceport.
 Gain half-normal BP from controlled hexes.
 May move through tunnels (slow speed) (not White Scars)
Space Marines - Codex Space Marine army list:
 Strengths: Often move and attack first. Drop Pod detachments give great strategic and tactical flexibility.
Damaged detachments can still fight reasonably well.
 Weaknesses: Slightly fewer BP than average. Dependent on the capital or spaceports to produce units.
 Scouts: Scout squad, Bike Squad, Scout Bike Squad
 Special Detachments: Mechanised, Drop Pod

Black Templars:
 Strengths: As Codex Space Marines.
 Weaknesses: As Codex Space Marines, but fewer scouts.
 The Emperor's Champion is not necessary in Garrisons
 Iron Halo is not considered 'rare' (despite the 'max 1' limitation)
 Scouts: Bike Squad, Land Speeder Squadron
 Special Detachments: Mechanised, Drop Pod
Blood Angels:
 Strengths: As Codex Space Marines, except Drop Pod detachments are even better in battle. The Death
Company Army can be very effective against enemy infantry-based detachments
 Weaknesses: As Codex Space Marines.
 Scouts: Scout squad, Bikes Squad, Scout Bike Squad, Blood Angels Scout Squad
 Special Detachments: Mechanised, Drop Pod, Death Company Army (maximum of 1).
Dark Angels:
 Strengths: As Codex Space Marines. The Ravenwing detachments are very fast. Deathwing detachments
consist of some of the toughest troops in the game.
 Weaknesses: As Codex Space Marines.
 Scouts: Scout Squad, Scout Bike Squad, Ravenwing Bike Squad
 Special Detachments: Ravenwing, Deathwing, Drop Pod
Iron Hands:
 Strengths: As Codex Space Marines.
 Weaknesses: As Codex Space Marines.
 Scouts: Scout squad, Bikes Squadron, Scout Bike Squad
 Special Detachments: Mechanised, Drop Pod
Imperial Fists:
 Strengths: As Codex Space Marines.
 Weaknesses: As Codex Space Marines.
 Scouts: Scout squad, Bikes Squadron, Scout Bike Squad
 Special Detachments: Mechanised, Drop Pod
White Scars:
 Strengths: As Codex Space Marines. The Bike detachment is very fast. Almost always have scouts.
 Weaknesses: As Codex Space Marines.
 + 1 Battle Initiative
 Unlike other Space Marine Chapters, White Scars may not move through tunnels
 Scouts: Scout squad, Bikes Squadron, Scout Bike Squad.
 Special Detachments: Bike detachment, Drop Pod
Salamanders:
 Strengths: As Codex Space Marines
 Weaknesses: As Codex Space Marines
 Limited use of Land Speeders and Scout Bike Squads [Salamanders prefer to have their feet on the ground,
and don’t use these units as much as other Chapters]
 Scouts: Scout squad, Bike Squadron, Scout Bike Squad.
 Special Detachments: Mechanised, Drop Pod
Space Wolves:
 Strengths: As Codex Space Marines. Can move quickly through hills and forests terrain. Almost always have
scouts.
 Weaknesses: As Codex Space Marines.
 Maximum movement cost for Infantry detachment moving through hills or forest: 2 MVP, through mountain: 4
MVP. Movement on roads is still based on basic terrain MV cost.
 Rune Priest and Iron Priest are not considered 'rare' (despite their '0-1' limitation)
 Scouts: Grey Hunters, Wolf Scouts, Blood Claws Bike Pack
 Special Detachments: Mechanised, Drop Pod
Imperial Guard:
 Strengths: Strongholds are cheap and effective. Armoured detachments can be very effective against
unprepared enemies. Artillery detachments (armoured detachments with lots of artillery) are deadly if used from
behind the front lines, especially when supporting attacks against enemy Strongholds. Jungle fighters good in
jungle. Super-Heavy detachments.
 Weaknesses: Often move or attack after other players. Few common scout units.
 Building and upgrading Strongholds: half-normal cost.
 Razor wire, Tank traps, Mixed Obstacle and Trenches: half normal cost
 Under strength squads cannot be built [new detachments are fielded in full platoons, the casualties/'under
strength' aspect are incorporated in the rules]
 Jungle fighter detachments: Maximum movement cost through jungle and forest hexes: 2 MVP. Movement
on roads is still based on basic terrain MV cost.
 Garrisons (only) may choose Turret Emplacements (from 'Imperial Armour') as troop choices. These are in
addition to the turrets of the Stronghold.
 Super-Heavy vehicles form their own detachments, and may not be included in normal detachments.
 Leman Russ Vanquisher is not considered 'rare' (despite the '0-1' limitation).
 or Badlands though
 Tunnels are called “mines” instead of “tunnels”
 Scouts: Sentinels, Rough Riders, Deathworld Sentinel, Veteran Patrol, Catachan Devils Squad, Salamander
Scout Vehicle, Armoured Fist Recon Patrol
 Special Detachments: Armoured, Mechanised (Steel Legion), Jungle fighters (Catachans), Planetary
defence Force, Super-Heavy Tanks, Super-Heavy Bomber
 Planetary Defence Force detachment is not considered a 'special detachment' [Militia's can be raised in
almost unlimited numbers] Thus, they are counted as ‘normal detachments’ in all aspects regarding the ratio of
‘normal’ versus ‘special detachments’.

Sisters of Battle:
 Strengths: Lots of Heroes of the Imperium. Prayer abilities.
 Weaknesses: Few detachment types (therefore restricted support and movement options).
 "The Emperor shall guide our path": Every SoB detachment (i.e. not an Arbites detachment) on the Sisters
side has a +2 move for that one turn. 15% chance per turn.
 "Our faith shall prevail": After any battle (after results are entered in a tabletop scenario) there is a 15%
chance that for a SoB detachment even a defeat shall turn into victory. So, if the sisters loose the battle, it will
count as a victory. No changes in damage, just that instead the sisters will get the territory and the DXP for the
victory.
 Capital starts with Shrine of the Emperor.
 Maximum Stronghold size both in Capital and elsewhere: ‘Fortification’.
 Canoness is considered 'rare' (Only 1 per army - as per 'Chapter Approved' rules)
 Confessor, Inquisitor and Missionary are not considered 'rare' (despite their '0-1' limitation)
 Scouts: Arbites Patrol Team, Deathwatch Veterans, Hardened Veterans
 Special Detachments: Arbite Strike Force, Arbite Rapid Response Force
Eldar:
 Strengths: Almost all units are fast. Lots of different special detachments. Lots of Scouts.
 Weaknesses: Few large Urban hexes.
 Convoys are skimmers
 Eldar Urban hexes cost double normal BP to build/upgrade. [Dying Race]
 Number of Urban hexes counted at +50% when determining number of 'rare' models/items allowed
 No immigration/plague random events
 Scouts: Rangers, Guardian Jetbike Squadron, Shining Spears, Swooping Hawks, War Walker, Alaitoc Path-
finders, Seer Council
 Special Detachments: Alaitoc Rangers, Biel-Tan Swordwind, Iyanden Ghost Warriors, Saim-Hann Wild
Riders, Ulthwé Army
 Webway Portal: This building allows the Eldar player to build new detachments like if he had a Major Space
Port even when a warpstorm is raging.
 Iyanden Ghost Warriors - Move through tunnels (slow speed)
Chaos:
 Strengths: Can corrupt neighbouring enemy lands, without the need of any active actions.
 Weaknesses: The special detachments are almost similar in strategic aspects.
 Cult Marine marks: No other marks or gifts than the patrons may be given to the champion of the patrons
cult marine unit (i.e. Khorne Berserkers can not be given a mark of Slaanesh, etc.). Also a Rhino bought for a
cult unit may only be given the patron's vehicle gift.
 Possessed characters: After the battle, a possessing demon leaves the mortal body. The character is in the
same state as the demon at the end of the battle (i.e. if the demon was killed, then he is too - subject to the
standard casualty roll)
 Chaos Cultists: If there is any imperial player at the start of the game then a Chaos player may include
Chaos Cultists in his army.
 Chaos Lord: Although a '0-1' limit: any number of detachments may have one Mighty Champion. Only one
Exalted Champion is allowed in the entire army.
 Corruption: Enemy hexes adjacent to hexes controlled by chaos, or to corrupted hexes, may be corrupted.
This halves the controller’s BP income from the hex, and the Chaos player gains BP instead. Corrupted hexes
are marked with a ‘C’ and are fully visible to the Chaos player. Corrupted enemy Urban hexes cannot be
upgraded, razed, build any buildings, build any convoys, build or reinforce detachments as long as that Urban
hex is corrupted.
 Immune to corruption
 Warp Gate: This building is available. It is similar to an Eldar Webway Portal, but costs 150 BP/turn in
upkeep.
 May move through tunnels (slow speed)
 Scouts: Chaos Space Marine Veterans, Chaos Space Marine Bikers, Raptors
 Special Detachments: Khorne, Nurgle, Slaanesh, Tzeentch, Mechanised, Iron Warriors, Emperor's Children,
Night Lords

Chaos Legions - Iron Warriors:


 Strengths: As Chaos
 Weaknesses: As Chaos, but fewer special detachments.
 Causes no corruption
 +1 bonus to the computer generated battle result when defending/attacking Strongholds
 Maximum Stronghold size outside of capital: Fortress
 Scouts: Chaos Space Marine Veterans, Chaos Space Marine Bikers, Raptors
 Special Detachments: Mechanised
Chaos Legions - Night Lords:
 Strengths: As Chaos
 Weaknesses: As Chaos, but fewer special detachments.
 Causes no corruption
 50% chance of cancel the order of a detachment that is supporting (‘Support’ or ‘Guard’) a detachment in
battle with NL
 Scouts: Chaos Space Marine Veterans, Chaos Space Marine Bikers, Raptors
 Special Detachments: Mechanised
Chaos Legions - Death Guard:
 Strengths: As Chaos
 Weaknesses: As Chaos, but very few special detachments Few scout units.
 No immigration/plague random events
 Risk of plague in each enemy Urban hex
 +2 bonus to Recover Roll for wounded models (not damaged vehicles)
 Vehicles cannot 'recover' - must be repaired in an Urban hex with Repair Facility
 Scouts: Sorcerer Lord, Chaos Sorcerer, Nurglings
 Special Detachments: Mechanised
Chaos Legions - World Eaters:
 Strengths: As Chaos
 Weaknesses: As Chaos, but fewer special detachments. Few scout units. Limited tactical choices in the
battle order phase
 No immigration/plague random events
 No Raid battle order
 No Withdraw battle orders
 Maximum Stronghold size outside of capital: Camp
 All claimed enemy Strongholds are destroyed
 Scouts: World Eater Bike Squads
 Special Detachments: Mechanised

Chaos Legions - Emperors Children:


 Strengths: As Chaos
 Weaknesses: As Chaos, but fewer special detachments.
 Decreased (50% normal) chance of corruption, but a small chance for each enemy Urban hex corrupted
each turn, even with no adjacent corrupted hexes
 Base chance for this is only 2% per turn, but this chance is multiplied by the Urban hex’s size (Village 2%,
Town 4%, City 6%, Metropolis 8%, Hive City, 10%)
 Scouts: Chaos Space Marine Veterans, Chaos Space Marine Bikers, Raptors
 Special Detachments: Mechanised
Dark Eldar:
 Strengths: Very fast and able raiders. Often act first, and difficult to find or catch for the enemies.
 Weaknesses: Lower basic income than normal. Weak in defence. Few large Urban hexes.
 Maximum Stronghold size in Capital: Fortification
 Move capital: In the build phase, after all building is completed the Dark Eldar player can move the Capital to
any Urban Hex by spending BP. The other players don't get information about the new location. [Mobile, raiding
nature].
 Convoys are skimmers.
 Maximum number of Strongholds allowed = 3/2 * number of controlled Urban Hexes (rounded up). [Raiding
nature]
 Urban Hexes cost 2 times normal to build and 3 times normal to upgrade. [Raiding nature, Limited numbers]
 The Urban size requirements for Spaceports (Minor and Major) and Prison are 1 less than normal (i.e. size 2
for Minor, size 3 for Major Spaceport, and size 1 for Prison)
 +2 to battle initiative, if none of the Dark Eldar player’s detachments have 'Attack' or 'Planned attack' battle
orders.
 Number of Urban hexes counted double when determining number of 'rare' models/items allowed
 When determining victory points of a 'normal battle,' prisoners give 1 victory point as normal.
 No casualty-roll (i.e. check if models are wounded or dead) for models taken as Dark Eldar prisoners. They
are automatically lost. Special characters get their special 4+ save as usual.
 No BP gained from controlled Resource hexes.
 No BP gained from controlled hexes
 BP arriving from space increased. (+150 BP per starting Resource hex)
 Webway Portal: This building allows the Dark Eldar player to build new detachments like if he had a Major
Space Port even when a warpstorm is raging.
 Disdain of the weak: The Dark Eldar have no equivalent of a hospital building
 Raid: Dark Eldar can raid up to two hexes away (even through enemy units).
 Slave raid: Additional BP gained when raiding/attacking Urban hexes. The Urban hex being raided will
decrease one size due to the population being captured as slaves. The amount of additional BP gained depends
on the size of the Urban hex (the amount of slaves taken). No slaves (no extra BP) will be taken when raiding a
Village.
 Resource raid: Double normal amount of BP is gained when raiding enemy Resource hexes.
 Dark Eldar controlled hexes and borders cannot be seen by other players. (Roads cannot be seen either, but
that applies to roads for all players regardless of race.)
 Dark Eldar Urban hexes, Resource hexes and Strongholds cannot be seen by other players until the hexes
are visible to them (i.e. until a detachment is within visibility range.)
 Dark Eldar units have a 75% chance of being undetected by enemy radar each turn. Note that this is only in
the radar’s field of ‘limited vision’. In the full field of vision (i.e. its adjacent hexes) the Dark Eldar have no chance
of slipping through undetected.
 Immune to corruption
 Detachments has 2 hex range 'limited vision'
 No initial roads are built between Urban hexes
 Betrayal and treachery: chance (10%) each turn for each Detachment that it is ‘Inactive’ in movement order
phase
 No immigration/plague random events
 Scouts: Archon, Mandrakes, Reaver Jetbikes
 Special Detachments: Raider, Wych Cult
Necrons
 Strengths: Hard to catch. Ignore most terrain. Immunity.
 Weaknesses: Very depended on the capital. Low basic income. Limited scouts.
 New detachments can only be built in the capital
 Detachments can only be modified in the capital, (i.e. they can only be modified/refitted in the capital,
although they may be repaired in other Urban hexes).
 No BP income for controlled hexes.
 Cannot build ‘Taxation Offices’ or ‘Exploitation Centres’
 Movement cost: 1 MVP per hex for detachments regardless of terrain. [Teleport]
 Convoys are skimmers.
 Convoys pay the normal skimmer’s 2 MVPs per hex moved regardless of terrain
 Detachments may always withdraw, but is scattered if they are caught.
 No additional time for scattered Detachments to reappear in the Capital [Necron ‘Phase out’]
 Immune to corruption
 Immune to Infestation
 No Immigration/plague random event
 +2 bonus to Recover Roll for wounded models for most detachments (not damaged vehicles)
 Necron Lord is not considered 'rare' (despite being the 'supreme commander') [as Necrons have only one
HQ choice]
 Urban hexes double build cost and triple upgrade cost
 Number of Urban hexes counted doubled when determining number of 'rare' models/items allowed
 Move capital: In the build phase, after all building is completed the Necron player can move the Capital to
any Urban Hex by spending BP. The other players don't get information about the new location.
 Necron controlled hexes and borders cannot be seen by other players. (Roads cannot be seen either, but
that applies to roads for all players regardless of race.)
 Necron Urban hexes, Resource hexes (and Strongholds) cannot be seen by other players until the hexes
are visible to them (i.e. until a detachment is within visibility range.)
 Cannot build roads
 No initial roads between Urban hexes
 Cannot build Strongholds
 Uses the Special Detachment ‘Scarab Infiltration force’ as mobile Radar tower
 100% BP gained from enemies defeated in battle (instead of the normal 50%)
 Computer simulated battles: inflicts damage as roll is 2 lower
 May move through tunnels at full speed
 Scouts: Scarabs, Wraiths
 Special Detachments: Necron Incursion Force, Scarab Infiltration Force

Orks
 Strengths: Lots of smaller Urban hexes with large income. Gains BP when claiming enemy territory. Fast
recovery of wounded.
 Weaknesses: Few special detachments.
 Loots enemy hexes (gain BP) first time a hex is claimed from an enemy player. Looted hexes are marked
with an ‘L’.
 Building/upgrading Urban hexes: half normal cost (except upgrade to Metropolis and Hive City) [Fast
breeding, widespread]
 Strongholds build half normal BP cost (upgrade normal cost)
 Spaceports double normal BP cost
 The Urban size requirement for Da Boss' Place (Strategic HQ) is 1 less than normal
 Fightin' Pit ('Exploitation Centre') is automatically built in all Urban hexes and cannot be sold. No
maintenance is paid for this building, and no detachments are needed in the hex to get the extra income. Income
is only increased by 50%. (This is a variable set by the GM). Note that the Ork player still will suffer from the
possibility of his Urban hexes decreasing in size due to ruthless exploitation of the inhabitants.
 Ork Villages cannot create convoys. They need to become at least the size of ‘Town’ to create convoys.
 Normal Ork Troops (Slugga Boyz) require no buildings to build.
 +2 bonus to Recover Roll for wounded models (not damaged vehicles).
 The overall leader is the Warlord/Warboss leading the Warlord detachment.
 Battlewagon is not considered 'rare' (despite the '0-1' limitation).
 Fighta-Bommerz Raid is not considered 'rare' (despite the '0-1' limitation).
 Can build tunnels/mines (at decreased chance of success, and in Hills, Mountains or Badlands only)
 May move through tunnels (slow speed) Note: Kult of Speed may not move through tunnels
 Scouts: Kommandos, Warbike Squadron, Warbuggies / Wartracks, Da Redskull Kommandos, Deth Kopta
Squadron, Warbike Outriders
 Special Detachments: Kult of Speed, Warlord
Tau
 +2 bonus to Recover Roll for wounded models (not damaged vehicles). [Advanced technology & humane
civilization striving to preserve life]
 Maximum Stronghold size in Capital: Fortification
 Maximum Stronghold size elsewhere: Camp
 All claimed Strongholds destroyed [Tau try to avoid bogged down meat grinder battles, and thus don't use
static fortified positions much]
 Convoy movement: Skimmer
 Connect initial Resource hexes with roads [Flourishing civilisation]
 'Taxation office' increased efficiency (75% instead of 50%) [Represents the Tau civilised, ordered society -
counters the lack of 'Exploitation centres' which are not representative of the Tau’s orderly way]
 Detachment complexity: -25% [Advanced technology]
 Radar tower shows ‘limited vision’ of all hexes regardless of terrain
 If caught when trying to withdraw: may withdraw anyway 33% of the time
 ‘Evacuate cities’: If an Urban hex with only a garrison present is attacked, the Tau will evacuate half the
population, rounded down. (I.e. the Urban hex is decreased by half, rounded down.) The refugees will turn up at
a nearby Urban hex, and will increase it as many sizes as the evacuated city decreased. Note that this will not
increase an Urban hex to the size of ‘Hive City’.
 Immigration: Urban hex increasing in size - 5% chance for each Urban hex per turn (GM opt.)
 If the capital is lost, a new capital is immediately appointed. (The largest Urban hex, if more than one choice
the one nearest the old capital is selected. The Urban hex must meet the size normally required to be appointed
as capital (size 3 - GM opt.)).
 30% (GM opt.) chance each turn that spaceports cannot be used [The Tau don’t have a navigator gene, or
an innate ability to travel through the warp, or any other means of easily travelling the warp]
 Detachments are always on 'Withdraw' battle order if below 50% strength [Tau strives to preserve life
whenever possible]
 Detachments may not be ordered to enter enemy ZOC if below 50% strength (unless already in enemy
ZOC, or friendly detachment in hex)
 Detachments may not be ordered to enter enemy controlled hex if below 50% strength (unless already in
enemy controlled hex, or friendly detachment in hex)
 Scouts: Kroot Carnivores, Pathfinders
 Special Detachments: Mont'ka, Farsight Enclave

Tyranid
 Strengths: Gains lots of BP as long as new territory is gained or enemy armies are defeated. Attacks from
orbit give strategic flexibility. Infest enemy hexes.
 Weaknesses: Very low basic BP income. Few scouts.
 No BP income for controlled hexes.
 Resource hexes are immediately devoured. (The Resource is destroyed and a number of BP depending on
the size of the Resource is gained. These BP are located in the hex of the devoured Resource in the form of a
Tyranid Convoy).
 First time a hex is claimed, it is 'devoured' (BP gained (amount depends on size of map and number of
players - small map with lots of players means more BP per hex), no BP outcome afterwards).
 Claimed Urban hexes are immediately devoured. (The Urban hex is destroyed and a number of BP
depending on the size of the Urban hex is gained. These BP are located in the hex of the devoured Urban hex in
the form of a Tyranid Convoy).
 Reinforcements from Space: Amount of BP depends on size of map and number of players - large map with
few players means more BP.
 Infest enemy hex adjacent to Tyranid hexes or the detachment ‘Infestation Swarm’ (Gain BP and halve
controllers BP income. Infested hexes are marked with an ‘I’ but will not show up on ‘limited vision’ for neither the
Tyranid player, nor the other players. Infested enemy Urban hexes cannot be upgraded, razed, build any
buildings, build any convoys, build or reinforce detachments as long as that Urban hex is infested.
 Immune to corruption
 Immune to Infestation
 No immigration/plague random events
 Orbit: Seeding Swarms are deployed in orbit. Detachments in orbit may attack (drop on) any hex on the
map. A Seeding Swarm detachment may move to orbit in the movement phase if it occupies a hex with a
spaceport that allows transport i.e. currently no warpstorm. The detachment may not drop from orbit in the same
turn as it moves into orbit. This applies to both the turn it is being built (and is deployed in orbit), and in any
further turns if it is moved back to orbit in the movement phase.
 Cannot build Strongholds. Any enemy Strongholds captured are destroyed.
 Gets 1 BP for each enemy BP destroyed (not just 1/2 BP)
 No units or models from the Codex are considered 'rare' (even though they are '0-1'-restricted.)
 Has no supreme commander-detachment
 Improved movement through terrain (4 MVP terrain costs 3 MVP, 6 MVP terrain costs 4 MVP)
 Cannot build roads
 No initial roads built between cities Urban hexes
 Can build tunnels, even outside controlled hexes, and can even build tunnels in, or into, enemy controlled
hexes.
 Only half normal chance to discover new resources in hex when tunnels are first built
 May move through tunnels (slow speed)
 Scouts: Lictors, Genestealers, Gargoyles
 Special Detachments: Seeding Swarm, Infestation Swarm
Tips and advice

The following is a few tips for the Warhammer 40K Campaign game. It concerns the strategic aspects of the
game, as the tactical part is determined on the tabletop...

Protect your capital!

Even if you don't play with the victory conditions that end the game if an enemy claims a capital, the capital is
still very expensive to rebuild. Therefore it is of great importance that you protect it well. Build a large garrison
and a lot of defences in the Fortress, and keep at least one detachment in or adjacent to the hex. If you are
worried about sneak or drop pod attacks, keep a detachment or Stronghold with a garrison in a hex adjacent to
the capital. If an enemy captures your capital this will prevent him from claiming it (as he will be in your ZOC),
and you will thus have a chance of recapture it.

Resources

The BP income from resources is vital to build new detachments etc., so protect your Resource hexes and try to
claim the enemies’ hexes. Convoys are vulnerable to enemy attacks or raids, so keep them behind your lines. If
your convoys are wheeled, then they can't enter forests, jungles etc. and they cannot cross rivers without a
bridge, so build roads through such terrain when required.

Detachments

When building a new detachment, try avoiding too high a complexity, as this will increase the time required to
build it. This means that you should include a fair amount of Troops compared to other types (Elite, Heavy
Support etc.). Remember to include scout units in your detachments, as they will be effectively blinded without
them.

Detachment Experience

As detachments gain more and more DXP, its maximum point allowance (its 'size') increases. A veteran
detachment (10 DXP) is allowed another 250 points and more experienced detachments even more points. This
can have a great impact on battles against smaller detachments, and it is thus worth giving attention.

On the other hand a detachment needs to reinforce to take advantage of the available points and this means that
it is away from the front line for a considerable amount of time. The unit has to move to an appropriate Urban
hex (often the capital) then it has to be reinforced, which takes some time. Then it has to move out once again.
Whether a detachment should be upgraded or not thus depend on the situation, but detachments with more than
20 DXP or more should have upgrading as a top priority, as with their new size will be deadly to the enemy.

Battles

It is often a good idea to have two detachments, a large and a smaller one, supporting each other. The large
detachment fights the battle and the smaller supports it, as the amount of units a detachment can send into a
battle as reinforcements does not depend on its size (unless, of course, it has sent all its units into action). Such
a 'support' detachment can use artillery units to good effect.

Don't waste damaged detachments in 'no-win' battles. It is only half the cost to 'repair' the detachment,
compared to building a new one.
Drop Pod detachments

They can be very effective, either as support to an attack (drop on or right next to the enemy), or by hitting deep
in enemy territory where there is little resistance. They can even be used to attack an enemy capital and thus
finish the game. This will probably require the cooperation of numerous drop pod detachments, but if the enemy
is unprepared such an attack can be decisive for the game.

Tips for a few of the army lists:

Space Marines
Use your drop pod detachments effectively, they are your main assets.

Imperial Guard
You are strong defensively, so use this advantage. Build Strongholds in important hexes, and try to let the enemy
attack your detachments when they are protected by them. 'Artillery detachments' (armoured companies with
lots of artillery) are highly effective when used as support in defensive battles (placed one or two hexes behind
the front line) or attacks against enemy Strongholds, but don't let them be attacked themselves.

Tyranids
Attack, attack, attack! Claim as many hexes as possible (especially resource and Urban hexes) and attack
quickly. As long as you expand and win battles you get lots of BP, but don't end up in a war of attrition.

Orks
Your standard Ork Boyz can be built in any Urban hex, which makes them easy to replace. In addition they
recover quickly, so don't be afraid to include lots of them in your armies.

Dark Eldar
Use your speed and two hexes raid range to capture convoys and raid weak detachments. Be careful when the
enemy launches a major offensive, as your defensive capabilities are limited.
Optional Rules
Game Settings

A number of options can be selected within the system via a series of checkboxes on the RHS of the “Game
Settings” screen.

Tabletop Battles disabled


If this setting is selected, the “Quick Battles” section will be utilised. Instead of battles being resolved via
Warhammer 40K 3rd ed. tabletop fights, the computer will resolve the battles. A number of factors are taken into
consideration; see section “5.2 Quick Battles” for further details.

Special Detachments disabled


Only standard detachments can be use. This disallows such special detachments as Imperial Guard Armoured
Company, Eldar Biel-Tan etc. As this can reduce the effectiveness of army types, it should only be used with
careful consultation of the participating players.

Unrestricted use of Special Detachments


The exact opposite of the previous option. Normal restrictions on special detachments (i.e. 1 in 3 units can be a
special detachment) are ignored, allowing entire Armoured Company armies etc. Again as this can dramatically
affect army capabilities, it should be used with caution.

Enable External BP income


The WH40K campaign can be extended to include Battle Fleet Gothic. The players fight for control of the system
in which the planet holding the 40K campaign is located. The player who controls the system can stop the
supplies to his enemies, thereby cancelling their 'BP income from Space' as long as he retains control.

Dark Eldar and Tyranid players get half their normal 'BP income from Space' if the system is enemy controlled.

Disable Campaign History


When a campaign is finished all participants can view a replay of it by clicking at the 'campaign history' button (at
the start-up screen). Basically, a 'screen shot' of the map is available for each phase, showing all units etc. To
make this available for the players, the GM must mail the 'History' folder (located in the campaign folder) with all
files to the players, and they must copy it to their campaign folders.
Also, if a player is out of the campaign before it is finished he can view the history if he receives the 'History'
folder from the GM, by clicking on the 'view history' button in the 'options' screen.

Disable ‘Fog of War’


If this option is selected, all hexes are visible to all players. Standard settings only allow players to see explored
hexes in detail, and only units within range of friendly units, radar towers and allied units.

Disable Radar
This removes the 'limited visibility' of the hexes around the radars. I.e. All hexes are 'crossed'. However the
radars still make adjacent hexes visible, like scout units.

Disable Encrypted files


If this option is selected, turnfiles are ‘easy to read’ text files, rather than being encoded (as standard).

Game Variables

A number of variables can be set within the system via the dropdown on the LHS of the “Game Settings” screen.
[11] Detachment Upkeep
The cost of upkeep for each detachment within the campaign.
Standard setting: 25 points

[15] Roadbuild BP Cost


The cost of building a road
Standard setting: 50 points

[45] Rebuild Capital BP Cost


The cost of moving/rebuilding the capital.
Standard setting: 1000 points

[46] Rebuild Capital Urban Hex size requirement


The minimum size that an Urban hex must be before the capital can be moved/built there.
Standard setting: Metropolis

[17] Default number of BP arriving from space in capital each turn


The regular supply of “off planet” Build Points that arrive in the capital each turn.
Standard setting: 200 BP

[22] BP Income per controlled hex


The amount of BP’s received per controlled hex.
Standard setting: 5 BP

[47] VP loss per turn without Capital


The number of Victory Points lost every turn the player has lost their capital.
Standard setting: 10%

[23] Ork BP gained per looted hex


The number of BP’s Ork forces receive when the claim a hex from an opposition player.
Standard setting: 100 BP

[24] Tyranid devoured hex BP gain multiplier

Standard setting: 50

[39] Tyranid ‘BP from space’ increase per devoured hex multiplier

Standard setting: 10

[43] Tyranid ‘BP from space’ multiplier

Standard setting: 200

[29] Tyranid BP multiplier for devoured Resource hexes

Standard setting: 5

[38] Tyranid BP multiplier for devoured Urban hexes

Standard setting: 2

[32] Tyranid basic infestation probability


The percentage chance per turn that a hex adjacent to a Tyranid controlled (devoured) hex will become infested
(see separate rules).
Standard setting: 5%

[35] Tyranid Infestation Swarm infestation probability


The percentage chance per turn that a hex adjacent to a Tyranid Infestation Swarm will become infested (see
separate rules).
Standard setting: 15%

[30] Tyranid extra BP Income per infested hex


The amount of additional BP’s received per infested hex.
Standard setting: 20

[31] Chaos corruption from Chaos hex probability


The percentage chance per turn that a hex adjacent to a Chaos controlled hex will become corrupted (see
separate rules).
Standard setting: 10%

[36] Chaos corruption from unit/corrupted hex probability

Standard setting: 7%

[33] Chaos corrupted hex joins Chaos probability


The percentage chance per turn that a hex corrupted by Chaos will “turn to Chaos” and become a controlled hex
by the Chaos player.
Standard setting: 30%

[28] Chaos extra BP Income per corrupted hex


The amount of additional BP’s received per corrupted hex.
Standard setting: 5 BP

[16] Dark Eldar extra BP per turn


The amount of BP’s received per turn by a Dark Eldar army.
Standard setting: 150 BP

[14] Dark Eldar move capital BP cost


The amount of BP’s it costs a Dark Eldar player to move his capital.
Standard setting: 500 BP

[48] Claimed area needed for victory


The percentage of the map required to be claimed to fulfil the overall victory condition (if set).
Standard setting: 75%

[49] VP needed for victory


The amount of VP require for overall victory (if set).
Standard setting: 50 VP

[51] Chance of warpstorm forming per turn


The percentage chance of a warpstorm forming per turn (See separate rules).
Standard setting: 20%

[52] Chance of warpstorm wearing off per turn


The percentage chance of a warpstorm downgrading/disappearing per turn.
Standard setting: 65%
[54] Chance of a random event per player per turn
The percentage chance of a ‘random event’ occurring to a player, per turn.
Standard setting: 15%

[60] Max. computer battle mod. for terrain/composition


The maximum positive or negative modifier allowed for terrain/composition modifiers in the “quick battle” mode.
Standard setting: 3

[61] Sisters of Battle chance of “Emperors Path”


The percentage chance per turn that SoB will receive the “Emperors Path” special ability (see special rules).
Standard setting: 15%

[62] Sisters of Battle chance of “Faith Prevail”


The percentage chance per battle, per turn that SoB will receive the “Faith Prevail” special ability (see special
rules).
Standard setting: 15%

[64] Chaos: Emperors Children corruption modifier


The percentage chance reduction of corruption of hexes (in general) for Emperors Children Chaos armies.
Standard setting: 50%

[65] Chaos: Emperors Children base UH (Urban Hex) corruption


The percentage chance per enemy Urban hex, per turn of corruption by the Emperors Children.
Standard setting: 2%

[66] Chaos: Night Lords disrupt enemy support


The percentage chance of Night Lords cutting off support detachments in battle.
Standard setting: 50%

[68] Chance to detect Dark Eldar detachments with radar


The percentage chance to detect Dark Eldar detachments via radar.
Standard setting: 25%

[69] Radar range


The range at which radar can detect enemy units.
Standard setting: 6 hexes

[70] Building new/upgrading Urban Hexes disabled


The ability to build/upgrade Urban Hexes - 0=No, 1=Yes.
Standard setting: 0 (No)

[71] Building new/upgrading Strongholds disabled


The ability to build/upgrade Strongholds - 0=No, 1=Yes.
Standard setting: 0 (No)

[72] Reduced file size routine enabled

Standard setting: 1 (Yes)

[73] DXP gained for support


The amount of DXP (Detachment eXperience Points) gained by units providing support in battle.
Standard setting: 1 DXP
[74] Change treaties allowed

Standard setting: 1 (Yes)

[76] Disable treaty limitations


Disable the standard treaty settings, to over-ride racial limitations.
Standard setting: 0 (No)

[77] Enemy building/defence destruction base pts


The number of points required to ensure destruction of an enemy building/defence whilst occupied.
Standard setting: 2000 points

[78] Espionage secret treaty uncovering base chance


The percentage chance per Espionage center, per turn of uncovering a secret treaty.
Standard setting: 5%

[79] Detachment minimum size


The minimum size allowed for a detachment (DOES NOT EFFECT GARRISONS).
Standard setting: 751 points

[80] Detachment maximum size


The maximum size allowed for a detachment (DOES NOT EFFECT GARRISONS).
Standard setting: 1500 points

[81] Number of controlled hexes required to support each Urban hex


The number of controlled hexes that must support an Urban hex.
Standard setting: 3

[82] Urban Hex vs. Stronghold size ratio


The size allowed of Strongholds to Urban hexes. The maximum size of all Strongholds is this value, multiplied by
the total size of all Urban hexes.
Standard setting: 3

[83] Time for scattered detachments to reorganise


If a unit is defeated and cannot retreat, it is scattered. This is the time it takes to reform in the players' capital.
Standard setting: 5

[84] Minimum Urban hex size that allows nearby Urban hexes
Urban hexes of this size (or greater) can build Urban hexes in adjacent hexes.
Standard setting: 5 (Hive Cities)

[85] Minimum range between Urban hexes


The minimum distance between Urban hexes (except as noted in [84] above).
Standard setting: 2

[86] Prohibit Urban hexes near edge of map


Are Urban hexes prohibited from being built on the edge of the map
Standard setting: 0 (yes)

[87] Urban hex size required for special rule:[50 - urban hexes requires certain size to create convoys]
Standard setting: 2

[89] Chance for defender support to provide extra +1 bonus in computer battles
Units supporting a defender in the computer battles provide a +1 bonus, and this chance of an additional +1 (+2
total) bonus.
Standard setting: 50%

[90] ‘Exploitation Centre’ effectiveness for special - e[51.Reduced BP bonus for ‘Fightin’ Pit’]
The reduced effectiveness of the Ork ‘free’ ‘Exploitation Centre’.
Standard setting: 50%

And more options…

Alternate Gaming System

The program has been changed from a WH40K campaign specific program to a general campaign program,
supporting multiple game systems (data files need to be made, though - currently WHF files are being
supported). All current information in this rules set, however, is for the WH40K data files and campaigns.
Games Master Information
GM file status check

GM's running multiple campaigns can now easily get the status of all the campaigns without having to check
each one individually. The values after each campaign name is # of required .plr files found / # of required .plr
files. The player names indicate which .plr files are found (both required and non-required .plr files)

Changing settings at the start of/during a campaign

The GM options can only be accessed immediately after a new turndata file has been created (by the 'Next
Phase' button), to ensure that the changes made by the GM are present in the turndata file that is sent to the
players.

To change the settings, click on the 'Game settings' button (as mentioned, this can only be done right after you
have created a new turndata file by the 'Next Phase' button). Click on the arrow to the right just above the 'Set
variable' button. This will enable you to see all the settings. Scroll to the bottom and select the one you wish to
change. Enter the new value in the box to the right of the 'Set variable' button, and click on the button. The value
has now been changed (you can verify by looking at the description of the setting in the box where the selected
setting is shown (right above the 'Set variable' button). Then select a new setting and change it, until you don't
want to change any more settings. Then click on the 'Done' button.

GM 'exclude player' option

The selected player is then removed from the campaign. All units, Urban hexes etc. are removed. Resource
hexes remain in play.
Rules Changes
It has been necessary to change a few things from the standard rules, mainly because the way the program is
implemented makes it impossible (or demanding to much effort compared to the gains) to follow the official rules
in every detail. When GW makes up entirely new rules, this is the case from time to time.

The following rules are changed in this game:

 Custom Vehicles (created by Jervis's Vehicle Design Rules from White Dwarf 252) are only allowed in
standard detachments, and are always considered to be a 'Heavy Support' choice. In addition, custom vehicles
are considered 'Rare'.
PBEM minature battles
Normally when playing pbem campaigns the most significant shortcoming is the lack of influence on the outcome
of the battles - having the computer to determine the results are somewhat unsatisfying at times.
But by using the Cyberboard program minature (pbem) battles can be incorporated into the pbem campaigns.
No more 'oh no, I rolled '3' and he rolled '10' - my detachment is destroyed - that would _never_ had happened if
we had played a real tabletop game...'

Cyberboard (CB), written by Dale Larson, is a great program, that can be used to play (war)games as pbem
games. It was originally designed for wargames, but it can asily be used for miniature battle games, such as
WH40K or WHF

The Cyberboard software is free and can be downloaded from


http://cyberboard.brainiac.com/

This program opens up an entirely new aspect of pbem campaigns - now the battles can actually be fought out
between the players, no matter if they meet and play real tabletop games, or if they do it by pbem using CB

Playing a minature battle using CB does require knowledge of how to use CB (of course), but it also requires
pics/tiles for each model type - a number of model-pics have been created already (for use in previous battles),
and I am trying to collect as many of them as possible, so CB model pics are available for as many model types
as possible - the goal is to get a full range of pics, that covers different models available for the different armylists
and game systems.

Also, for each minature battle a CB game has to be created. So at least one of the participating players need to
know how this is done - that is easily learned, though, so that shouldn't be much of a problem

To get an idea of how it works, a couple of 40K battle (replay) files are available for download (unzip, run the
.gam file, and replay) and a few screenshots to the WH40K_Campaign Files section
> http://groups.yahoo.com/group/WH40KCampaign/files/Cyberboard/

A few notes on how to use Cyberboard, and how to replay the battles.

To view the replays:


Download and install Cyberboard (CB)
Download and unzip file from the files section
Run the .gam (i.e. 'game') file - CB is started
If not visible, show the 'Game Project' window
Select the first entry at the 'game history' list and click 'Replay'
Show gameboard window
Replay the moves using the F3 or 'next move' icon, and F6 or 'open next history' icon

Using CB for 40K/WHF battles:


There are 3 types of files:
.gam - game file. The actual game
.gsn - game scenario file
.gbx - gamebox file

The gamebox file contains all basic info required for the battle, such as tiles (images) for each model, terrain
piece, etc. (take a look at the .gbx files included in the .zip files uploaded to the files section)
A necessary requirement for playing a 40K/WHF game using CB is that there exist a tile set (a set of images) of
the models participating in the battle. Currently such tile sets have been created for a number of armylists (I will
try to collect them into a single file and upload it to the files section), but quite a few armylists need tile sets
created before they can be played in battle.
Each player will have to create the tile set for his armylist, if such a set doesn't exist already. One way of doing
this is to simply draw a picture of each model (or model type). Another approach is to use images of one's own
models.
If it is possible to get of images of the models (either by camera, or by scanner - just place the models on the
scanner with some white paper on top), then the image can be resized and adjusted (colour/gamma), and then
copied to the CB tiles editor. The results are great, and you really feel that you are playing with your own models.

When starting a campaign where the battles will be played using CB, as few things should be noted:

The campaign should be rather low scale (to limit the number of battles being fought, as the campaign cannot
proceed until each battle has been fought out). A total of 2-4 players and a small map would probably do.

The CB battles will require a few things of players who wish to participate, compared to a normal campaign:

- no cheating when implementing the battle results. As it is the player himself who enters info about which
models have been lost, vehicles damaged, etc. after a battle, it is easy to cheat at that point. However, I of
course assume that all players play for fun only, and that nobody will turn to such lowly ways of cheating (also,
the opposing player might get suspicious if the detachment he just beat to near death suddently are at near full
strength the next turn ;-)

- knowledge of how to play a 40K battle using Cyberboard (probably a good idea to play a test game before the
real games)

- an army for CB, meaning a tile (i.e. image) set representing the various models used in the campaign. These
tiles can be either drawn images, or pictures of your real models (I have done this, and it works very well - one
really get a feeling of playing with one's own models).
I have located a number of more or less finished 40k armylist tile sets created by other players – take a look at
the WH40K_Campaign Files section,
Creating a tile set yourself is not that difficult, though - pretty much all that is needed is images of the model
types you want to use in the campaign - either drawn images (as drawn images exists already for a number of
armies it is pretty easy to just change those images so they match one's own army) or images taken by camera
Glossary
A lot of specific terms are used in the following. This list is intended as a reference.

 BP - Build Points. Points used to pay the cost to build, upgrade and repair detachments, garrisons,
Urban Hexes etc. Urban hexes and convoys can store BP. 1 BP = 1 WH40K point of cost for models.
 Buildings - A number of different buildings can be built in an Urban hex, including barracks, factories
etc.
 Capital - Each player has one Urban hex, which is his capital. When the first player loses his capital the
game ends and the player automatically loses. The winner is the player with the most VP.
 Complexity - An indicator of how long time it takes to built a specific detachment. A lot of troops give low
complexity, while a lot of other choices (Elite etc.) increase it.
 Controlled hex - A hex is controlled by a player when he has claimed it (i.e. he 'owns' it).
 Convoy - A unit that moves BP. Can be created in any Urban hex. No build cost. Standard movement:
MV: 6. Standard MV type: Wheeled.
 Detachment - A WH40K standard detachment (i.e. an army with at least 1 HQ choice, 2 Troop choices
etc.).
 DXP - Detachment Experience Points. Gained by a detachment when it fights in a battle. Used to
determine the Rank of a detachment.
 Garrison - A small immobile force assigned to a Stronghold.
 GM - Game Master. The person who 'runs' the game (i.e. acts as a 'host').
 MV - Movement Rate. Indicates how many movement points a unit has. Normally between 4 and 8.
 Phase - game phase. Each game turn has four phases: build, movement, battle order and battle-
resolvement. The game-resolvement-phase is only used if battles are fought as WH40K battles (otherwise the
computer generate the battle results).
 Plr-file - player file. The file created when a player gives orders (i.e. 'does his game phase'). The GM
receives a plr-file from each player, and he can then proceed to the next game phase (thereby creating a
turndata-file). The name of a plr-file includes the players number in the game and the number of the plr-file, as
follows: pl{player no.}-[{file no.}].plr (i.e. plr-file no. 11 from player no. 2 is called: 'pl2-[11].plr').
 Rank - A detachment can have one of five ranks, depending on the DXP earned: Green, Veteran,
Hardened Veteran, Elite and Ultra Elite. The rank determines the max. size of the Detachment.
 Rare - Some special units, models or items are considered 'rare'. Each player can have no more than
one of each 'rare' unit, model etc. in his entire army (for instance a Dark Eldar player can have a max. of one
Shadow Field in his army). Should not be confused with 'very rare' (see below).
 Resource hex - A hex containing valuable resources, such as minerals etc. 6 size categories: Tiny,
Small, Medium, Large, Huge and Abundant. Produces a number of BP each turn (100-250, depending on size).
A hex cannot be both an Urban hex and a Resource hex (i.e. cannot contain both Urban hex and resource).
 Turndata-file - file created by the GM each game phase (so the name is actually a bit misleading) and
distributed to each player. The name of the file is 'turndata.g-m'.
 Urban Hex - A hex with an urban settlement. 5 size categories: Village, Town, City, Metropolis or Hive
City. Can store BP. A hex cannot be both an Urban hex and a Resource hex (i.e. cannot contain both an urban
centre (i.e. a Town/City/Metropolis, etc.) and a resource).
 Stronghold - Defensive constructions in a hex. 3 size categories: Camp, Fortification and Fortress. A
player can only build a Fortress in the hex where his Capital is located.
 Very Rare - Some special units, models or items are considered 'very rare'. Each player can have no
more than one of each 'very rare' unit, model etc. in his entire army. If a 'very rare' unit etc. is lost, then a new
one cannot be built in the next 2 turns (i.e. a new one can first be built after 3 turns). Should not be confused with
'rare' (see above).
 VP - Campaign Victory Points. Each player gets VP for winning battles. Note: Campaign VPs are not the
same as the victory points used to determine the winner of a WH40K tabletop battle.
 ZOC - Zone Of Control. An army's zone of control is the hex it occupies, and all adjacent hexes, except
adjacent hexes that are occupied by an enemy army. Detachments and garrisons always have a ZOC in the hex
they occupy. Convoys, Resource hexes and Urban Hexes alone do not exert ZOC. Detachments do not exert a
Zone of Control into a hex unless they are able to move into the hex. Strongholds with garrisons always exert
Zone of Control into all adjacent hexes, no matter the terrain.

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