Campaign Rules Campaign Turn Order
1. Administrative Phase (Turns Due Monday 11:59 PM)
a. Collect Resources
i. Transfer Units and RPs
b. Place New Units
c. Allocate Resources
i. Spend Resources
ii. Place Construction Orders
iii. Claim VP awards
d. Special Objective Determination (GM only)
e. Random Event Determination (GM only)
2. Action Phase
a. Organize Fleets and Armies
b. Fleet Movement Segment (Flex Movement)
i. Issue Orders
ii. Perform Movement
1. Check for arrival (GM Only)
a. On arrival, check for possible engagement
i. If necessary, conduct engagement
c. Ground Movement Segment (Flex Movement)
i. Issue Orders
ii. Perform movement
1. Check for arrival (GM Only)
2. Check for possible engagement
a. If necessary, conduct engagement
3. End Phase (GM Only)
a. Check for System Control
b. Check for Planetary Control
c. Check for Secret Objective Completion
d. Check for Victory
Administrative Phase
Collect Resources
After placing new units, players gain Resource Points (RP) to be used in the purchase of new
units, replacements and repairs. Each Faction gains Resource Points in the following manner:
Faction Base Allowance: Default RP gained each
turn.
Purchase New Unit: A Faction may be awarded
200 RPs if a player purchases a new model for his
collection. This bonus is meant to
reward/compensate players who purchase 40k or BFG units they might not otherwise have
wanted but for their participation in the campaign.
Build and Paint New Unit: A Faction may be awarded 200 RPs if a player builds and paints a
new unit for his collection. This may only be awarded once per turn, per player.
Factions also collect RP from controlling planets. Most Factions will use the Standard resource
chart, but some races are better or worse suited to planetary administration so they use the
efficient or inefficient tables, respectively.
Standard
Planet Type Presence Control Domination
Demon World 200 400 600
Forge World 350 700 1050
Hive World 300 600 900
Shrine World 250 500 750
Minor World - 300 -
Efficient
Planet Type Presence Control Domination
Demon World 250 500 750
Forge World 400 800 1200
Hive World 350 700 1050
Shrine World 300 600 900
Minor World - 400 -
SOURCE RESOURCE POINTS
Faction Base Allowance 500
Controlled System 100
Planetary Varies
Purchase New Unit 200
Build and Paint New Unit 200
Inefficient
Planet Type Presence Control Domination
Demon World 150 300 450
Forge World 300 600 900
Hive World 250 500 750
Shrine World 200 400 600
Minor World - 200 -
Each Faction is free to re-allocate points between their players as desired. RPs carry over from
turn to turn, so any points earned in one turn is added to any unspent reserve that may be
available.
Players may also re-allocate RPs between each other during this phase, and additionally may
permanently relinquish control of ground or space units to each other. Factions may give RP to
each other, but may not trade or gift units.
Place New and Rebuilt Units
Units ordered last turn, or units having completed their Refit turn
are now placed in the Deployment Zone, unless subject to an
alternate location according to a special rule. These forces are
available immediately for orders during the Action Phase.
Allocate Resources
After receiving RPs, each player may elect to spend, save, or
transfer points to players of the same faction in any manner as
may seem prudent or effective. The only mandatory cost is
Maintenance.
Players must pay 10% of a unit’s cost every turn, representing the
expense of training, equipping, supplying and reinforcing armies
and fleets. If a unit’s maintenance cost is not paid, it is
automatically and permanently destroyed, being removed from
the player’s unit roster. Any player may, at any time, voluntarily
destroy a unit, thereby striking it from his list. If the unit was
located at the player’s deployment zone at the time, he recovers
one-half the unit’s cost.
Any balance remaining after paying Maintenance may be spent on
Fire and Forget: Tracking
At the start of the campaign,
players may decide whether
they will track each unit’s gear
and number of models, or if
they will only track the unit’s
cost. A unit with tracked gear
and numbers uses that
selection in every engagement.
A unit that only tracks cost may
change from engagement to
engagement, so long as it is
always less than the listed cost.
However, units that only track
cost gain Experience Point
upgrades slower than units that
track gear and numbers.
Warhammer 40,000 or Battlefleet Gothic units. Players are free to raise armies and fleets with
compositions that seem appropriate. A majority of points must be spent on units from the
player’s own faction, with any other minority portion spent on allies as desired. Any points left
unspent remain in the player’s treasury, to be used in future turns.
During this phase, players may also claim any Victory Point awards they are eligible to redeem.
For every 10 points the faction acquires, each player may choose one Victory Point reward from
the table below. There is no obligation to pick a reward immediately upon qualifying. Players
may wait and claim their VP perk at any time.
Name Effect
Loyalty Converts any single allied unit to Battle Brothers.
Relic Any one independent character, except a named Special Character, obtains a relic item or ability generated by the GM.
Training Grants 5 XP to a selected unit.
Wealth Gain 100 RP.
Madboyz (Ork Only) Gain an additional Madboyz Mob.
Slaves (Dark Eldar Only) Gain 5 Slave Points
Action Phase
Organize Armadas and Armies
At the heart of the campaign movement system is the Formation. Formations are the
administrative method by which the various Factions will organize their armed forces, and may
be as large as an Apocalypse army, or as small as a single Tactical Squad. The size and nature of
Formations governs the way it can act within the campaign framework.
An Armada is a Formation that consists of every ship of a single Faction within a single system.
They may be made up of several Fleets and/or independent vessels and orbital defenses.
Additionally, they may include forces from several players on the same Faction. Armadas may
not be given Orders.
A Fleet is a self-contained Formation of ships that move and fight together. They are the
standard BFG game play unit grouping. Fleets are constructed from a Faction’s Fleet list, and
must obey any restrictions found therein. Additionally, they may only contain ships from a
single player. Fleets may be given Orders.
All “Fleet wide” effects from BFG affect only a single campaign Fleet. Thus, Fleet Commander
re-rolls may only be used on ships assigned to the Fleet containing that commander. Likewise,
failing to use a Special Order in a BFG turn will only prevent other ships in that Fleet from
attempting further Special Orders.
Example: Under the Imperial Fleet List, they may have one battleship for every three cruisers or
battlecruisers. Thus, the Imperial Player may not form a Fleet containing two battleships but
only four cruisers. However, such a force would be an Armada. Note that in some cases, if the
Fleet List so permits, single ships or escort squadrons may count as “Fleets.”
An Army is a Formation that consists of every ground unit of a single Faction within a single
Planetary Tile location. They may be made up of several Detachments and/or
independent/unincorporated units, and may consist of units from several different players
within a Faction. Armies may not be given orders.
A Detachment is a self-contained Formation of ground forces that move and fight together.
They are the standard 40k game play unit grouping (commonly called “armies”). Detachments
are constructed from a Faction’s codex, along with any permissible allies, and must obey all
standard construction and force organization requirements found therein. Additionally, they
may only contain units from a single player. Detachments may be given Orders. Unbound
armies are valid Detachments provided they equal or exceed 500 points, but a combined arms
force may be issued orders at any size.
All “army wide” effects from 40k affect only a single
campaign Detachment. Thus, Warlord Traits only matter
to the Detachment containing that commander.
Before issuing Orders players are free to adjust the
composition of Fleets and Detachments. Ships may
freely be assigned to or removed from Fleets in the same
system. Ground units may be freely assigned to or
removed from Detachments in the same planetary Tile.
Similarly, new Fleets and Detachments may be formed
from any unassigned ships and units, along with any
ships and units detached from existing Fleets and
Detachments, provided that all the members of these
new Formations are in the same system (for ships) or
Planetary Tile (for ground forces).
Orders
Players use Orders to direct the actions of their Fleets
and Detachments. To issue an Order, identify the
Formation and the destination. A standardized template
has been provided on each player’s turn sheet.
Example Order:
Formation Location Destination Action
Fleet A System 1 System 2
This Order directs the Formation known as Fleet A,
currently located in System 1, to move to System 2.
Once issued, Orders may not be reversed.
Detachments require transport to go from one system
to another. Ships may carry a number of ground units
equal to their hits. If the Fleet contains an insufficient
amount of carrying capacity, or if the commander
otherwise specifies, Troop Transports (BFG rulebook
page 114, or page 12 of 45 of the .pdf from the GW
website) will be provided free of cost. All Factions use
the Imperial Troop Transport vessels (it’s assumed that
Fire and Forget: Formations
If Formations are too much for
you to handle, the GM will do it
for you! I’ll make common
sense groupings of units and
ships such that you’ll end up
with Detachments and Fleets
that are intuitively consistent.
You are free to use this method.
However, you lose an element
of control, and you should be
advised that I will take the
simplest logical solution to
Formation grouping. I take no
responsibility for any
arrangement that might not end
up being what you wanted.
Fire and Forget: Orders
If you wish, you may issue
Orders that require more than
one Order to complete, for
instance sending a force to a
system several jumps away. In
this case, the GM will plot the
quickest route automatically.
You are free to use this method.
However, you lose an element
of control, and you should be
advised that I will use the
simplest method that fulfills the
objective. I take no
responsibility for any
arrangement that might not end
up working how you wanted.
the relatively modest craft represents similar ships used
for bulk hauling across the galaxy), unless their race has
Troop Transport designs of their own.
Note that as Troop Transports are provided for free in
cases of insufficient carrying capacity, it is possible to
move a Detachment from one system to another even if
you have no ships in the origin system. However,
because Troop Transport captains are not suicidal (to say
nothing of their passengers), this method may only be
employed when moving Detachments where both the
origin and the destination systems are controlled by your
Faction. In order to use Troop Transports to deploy
ground forces to uncontrolled or hostile controlled
systems, the ships must be escorted by a Fleet.
Detachments embark automatically as part of their
order to move to another system. However, they will
not disembark unless ordered to. Destination Tiles are
needed for disembarkation Orders. In the absence of a
specific destination Tile, the GM will make arrangements
to unload formations in the safest manner possible, far
from known enemy forces, and close to or in the same
location as friendly ones.
Example Order:
Formation Location Destination Action
Detachment Z Planet Tile A1
System 2 Disembark (Tile A2)
This Order directs the Formation known as Detachment Z to embark and travel to System 2, and
then disembark onto Tile A2.
An alternative, but perfectly valid, method of transport Orders directs Detachments to embark
on Fleets.
Fire and Forget: Embarkation
If identifying which ship is
carrying which unit is too
daunting for you, the GM can do
it!
I will use the following system
in any instance where
embarkation details are not
provided:
Units will board ships in order
of their points cost, with the
most expensive units boarding
the most expensive ships until
that ship is filled, then going on
to the next, and so on. If all the
ships’ carrying capacities are
full, the rest will be aboard
Troop Transports.
As with all F&F options, I take
no responsibility if it turns out
you would have been happier
with another arrangement.
Example Order:
Formation Location Destination Action
Detachment Z Planet Tile A1
Fleet Z Disembark (System 1,
Tile A2)
This Order directs the Formation known as Detachment Z to embark onto Fleet Z, and then to
disembark when Fleet Z reaches System 1, onto Tile A2. This type of Order is particularly useful
when you don’t have a set destination at the time of embarkation. Action could have been left
blank, in such a situation.
You may, if you wish, specify embarkation details down to the unit, identifying which forces are
aboard which ships. Alternatively, you may specify that your ground forces are not aboard any
of the warships, preferring to take their chances on Troop Transports.
A similar system is used for moving Detachments on the planetary map.
Example Order:
Formation Location Destination Action
Detachment Z Planet Tile A1 Planet Tile A2
This Order directs the Formation known as Detachment Z to move from Tile A1 to Tile A2. As
with Fleet movement, Detachments may be issued Orders they can’t complete in one turn. In
that case, the Fire and Forget: Orders procedures will be followed, as for ships.
If a Formation is issued an illegal or impossible Order, I’ll do my best to obtain clarification.
Failing that I’ll use my best judgment, and if I can’t figure it out, the Formation stays inactive.
One final movement method is the special order Reinforce.
Fleet Movement Segment
Fleets move during the Fleet Movement Segment. This Segment has several steps, which are
carried out for each Fleet, if applicable.
1) Issue Orders
2) Perform Movement
3) Check for Arrival (GM Only)
4) On Arrival, Check for Engagement
Issue Orders: A player may, but needn’t must, issue Orders to any of their Fleets using the
system described under Orders. Fleets may only be issued an Order if they are not currently
operating under existing Orders.
Perform Movement: Fleets underway move from one system to another at a rate dictated by
their Movement Mode. The Travel Time chart below describes the number of turns involved in
traveling from one system to another for the various races using the various Movement Modes
available to them.
Race Stable Route
Unstable Route
No Route
Special Movement
Chaos 1 1D3 1 per Hex
-
Dark Eldar - - - Webways
Eldar - - - Webways
Imperial Guard 1 1D3 1 per Hex
-
Necron - - - Cryptic Gate
Orks - - - Boosta Rokkits
Space Marine 1 1D3 1 per Hex
-
Tau 1 1D3 - Gravitics
Tyranids (Vanguard) Tyranids (Tendrils)
- -
- -
- -
Vanguard Infiltration
Tendril Creep
For convenience and ease of administration, allied Fleets move in the same manner as the
controlling Faction’s Fleets, even if they would ordinarily be subject to different movement
methods. It’s assumed that the controlling Faction guides their allies through the unfamiliar
process.
Boosta Rokkits: Ork Fleets do not use Warp Routes. Instead, Orks may move up to 1D6 hexes
per turn.
Webways: An Eldar Fleet may move from any hex to any other hex using an ancient network of
warp paths known as Webways. However, due to the violence of the Fall, and the ravages of
the intervening eons, these routes are not always entirely reliable. Any Eldar Fleet must consult
the Webways chart.
Mishap: The Eldar Fleet emerges from the Webway one turn later at their
original location, confused and delayed, but no worse for wear.
Cryptic Gate: A Necron Fleet may move from any system to any other system
using Cryptic Gates. Based on similar, though unimaginably older and more advanced
ROLL TURNS 1 Mishap! 2-3 1D3 4-5 1D2 6 1
Why Movement Modes?
Using special Movement
Modes allows for deeper
strategic considerations
(after all, you can’t just
look at the Warp Routes
and assume you’re safe),
and it adds an additional
flavor element to the
game.
principles as Eldar Webways, these stable routes provide the undying dynasts with an
unparalleled ability to emerge unexpected from the black of space. Any Necron Fleet must
consult the Cryptic Gate chart.
Controlled: The system’s planet is
controlled by the Necron Faction.
Uncontrolled: The system’s planet is not
controlled by the Necron Faction. Empty hexes count as uncontrolled for all purposes.
Please note that the important element of control is the planet and not the system.
Gravitics: Tau lack Navigators and access to the Astronomicon, therefore they are unable to
brave the empty reaches beyond established Warp Routes. However, their advanced Gravitics
engines are more efficient at traversing Unstable Routes. A Tau Fleet using an Unstable Route
rolls 2D3 and chooses the lower number.
While Fleets are in transit they may not receive new Orders. Fleets travel through the Warp
and may not interact with other Formations until they arrive at a system or their destination.
Two Fleets traveling the same Warp Route or even traversing the same empty Hex do not
actually occupy the same space until they emerge from the Warp.
Check for Arrival (GM Only): Determine whether or not in transit Fleets have arrived at a
system during the turn’s movement. Fleets that have arrived at a system may possibly be
subject to an engagement. Additionally, determine whether or not in transit Fleets have
arrived at their destination system (if the two are different). A Fleet at its destination has
fulfilled its Orders and may be issued new instructions next turn.
Check for Engagement: If a Fleet has arrived at a system, an engagement may occur if there
are ships of another Faction present. Either side may force an engagement if it wishes to fight.
If one Faction elects to fight and the other does not, the aggressor is the Attacker and the other
the Defender for all purposes, such as mission selection. If both Factions seek battle, then the
Faction that just arrived is the Attacker and the other the Defender. If neither side wants to
fight then there is no engagement.
If more than two Factions are present in a system the engagement check is conducted relative
to them all. When there are more than two Factions present in a system and an engagement
occurs between two of them, any Faction not challenged may intervene in the battle if it
wishes.
A Faction that intervenes transforms the battle from a two-sided to a multi-sided affair. They
do not enter the fight on one side or the other, although they are free from a tactical
Controlled Uncontrolled
Controlled to 1 2
Uncontrolled to 2 3
standpoint to favor one combatant over another. An
intervening Faction also counts as an Attacker, however
they are assigned their own mission. Their defender-
specific mission details, such as Deployment Zones are
ignored, but win conditions are checked against all
enemies, and the intervener will win if he beats any
player.
Example: Oscar the Ork’s Fleet has just entered a system
previously relatively peacefully occupied by both the
Tyranid and Dark Eldar players. Oscar may seek an
engagement with either Faction, or both. Likewise,
either Faction may seek an engagement against him and
also against each other.
As it happens, Oscar attacks the Tyranid player. The
Dark Eldar player decides to join the engagement,
making it three sided, with the hopes of scoring quick
and cheap kills on two rivals more intent on each other.
Note that as it’s possible for two Factions to occupy the same system without a battle and
without moving away, that means an engagement may occur later. Thus, engagements are
checked for every system containing ships from more than one Faction, regardless of whether
they are newly arrived or not.
Example: Oscar the Ork, in a rare show of magnanimity, declined to attack an Imperial Fleet
when it entered a system containing his ships last turn. However, the Imperials counted on this
safety and remained in system for another turn, during which Oscar decided to seek battle.
Conduct Engagement: If an engagement is necessary, the players and Factions involved will be
informed so that they can make the appropriate arrangements. The GM will supply the
information detailing the Formations involved, the mission, the attacker and defender and so
forth. A Battlefleet Gothic game will then be played, following all standard BFG rules unless
specifically overridden by the campaign.
Any special rules dictated by the mission will be followed, except that the Forces section of
every mission will always be ignored. Both Factions are required to use any Formation
currently in system. Additionally, any ship may Disengage as described on page 33 of the BFG
rule book (2 of 17 of the BFG Advanced Rules PDF). Alternatively, any ship may Retreat from
the battle by fleeing off the board edge closest to the enemy’s Deployment Zone. If all board
Fire and Forget: Engagements
If deciding whether or not there
will be an engagement is too
bothersome for you, the GM can
do it for you acting under a
simple rule: If it’s red, it’s dead!
Enemy Formations will always
be engaged except where doing
so would be monumentally
stupid.
You are free to use this method.
However, as always, the GM
accepts no responsibility for the
results!
edges are equally close to the enemy’s Deployment Zone, then ships desiring to Retreat must
flee off the furthest board edge from their own Deployment Zone.
Ships that Disengage immediately receive new Orders forcing them to move back to the nearest
system controlled by their Faction, or their Factional Deployment Zone, if closer. If several
escape locations are equally quick to arrive at, then ships will head preferentially for the
Factional Deployment Zone, if appropriate, or to a randomly determined system among those
closest. Any other Orders that the vessel may have been under are immediately cancelled. This
is an exception to the rule that Orders may not be changed. This is also an exception to the
requirement that Orders may only be issued to qualifying Formations. All Disengaging vessels
receive the Order forcing them to redeploy.
Ships that Retreat remain in the system.
Regardless of the results of the battle, an engagement will cancel any remaining valid Orders
for all Formations involved in the fight. This is an exception to the requirement that Orders
cannot be changed until fulfilled.
Example: A Fleet arrives in system A on its way to System B. Unfortunately there are enemy
forces in system A that provoke an engagement. During the course of the struggle, it becomes
obvious that defeat is inevitable, so several ships escape by Retreating off the edge of the board
and the rest are destroyed. If the Retreating ships are a valid Fleet they may later receive new
Orders, however any currently operating instructions are now cancelled as a result of the fight.
Post Engagement Procedure: After an engagement has been concluded, both players perform
the Post Engagement Procedure.
1) Determine who won the battle under the terms of the mission
a. If somehow neither side wins, then they both lose
2) Award Victory Points to the players as appropriate
3) Allocate Experience Points for the battle
4) Check for embarked troop losses
5) Disembark Troops
6) Reorganize Formations if desired
7) Report Results to GM
8) Place Destroyed Units in Refit
Award Victory Points
Victory Points are allocated to the participating players, not on a Factional basis. If a battle
includes multiple players, they each receive VPs.
Win: VPs awarded to
the player controlling
the winning force.
Loss: VPs awarded
to the player
controlling the losing
force.
Outmatched: VPs awarded for facing an opposing force
consisting of 350 or more points in excess of yours. For
the purposes of this award, add the total number of
points each Faction had in the battle.
Write Up: VPs awarded for drafting a Battle Report and
sharing it with the campaign list (or the GM, who will
distribute it).
Allocate Experience Points
Participation: XPs awarded to the
capital ship or escort squadron for
participating in the battle.
Victory: XPs awarded to the
capital ship or escort squadron for being on the winning side.
MVP (Commander’s Choice): XPs awarded to a capital ship or escort squadron that has been
selected by its commander as the most valuable unit for your Faction that game.
MVP (Enemy’s Choice): XPs awarded to a capital ship or escort squadron that has been
selected by the opposing commander as the most valuable unit for your Faction that game. If
you faced multiple opposing commanders (because of multiple players on one Faction or due to
the presence of multiple opposing Factions) then the MVP is chosen by majority consensus. If
all opposing commanders choose different units, you may select any one of those units to
receive the award.
RESULT VP AWARD Win 3 Loss or Draw 1 Outmatched by 350 or more points +1 Write up Battle Report +1
DISTINCTION XP AWARD Participation 1 Victory 1 MVP (Commander’s Choice) 1 MVP (Enemy’s Choice) 1
Fire and Forget: XP
If you don’t want Experience
Points, you don’t have to record
them! Note that if you elect to
skip recording XP, you can’t go
back and try to add those old
points in, but you can
accumulate them going
forward.
However, if you simply forgot
to apply XP, you can earn credit
for any you missed recording
provided that you can do the
math yourself.
Check for Embarked Troop Losses
Troops aboard ships that are destroyed may themselves be destroyed. Roll 1D6 for each unit
and consult the All Hands Abandon Ship table below. Add +1 if your faction has won the
engagement.
Roll Result
1-4 Unit is destroyed
5+ Unit survives
Destroyed units are placed in Refit as normal. Units that survive may either land on the planet,
following standard landing rules, or embark on other friendly vessels, including troop
transports.
Disembark Troops
The winning faction may land troops aboard any ship. Any faction may land troops aboard
ships that enter low orbit and remain there for the next BFG turn, regardless of whether or not
they win the engagement. Landing troops may be placed on the planet, subject to the
following rules.
Eligible Landing Locations for Major Planets Any player may always land at the Starport. Any player may always land at any objective they control. If you control the System, you may land in any objective that is not enemy controlled or that does not contain enemy forces. If you control the Starport, you may land in any location (not just objective) that does not contain enemy forces (but you may land in empty enemy controlled locations). If you control the Starport AND the System, you may land in any location.
Landing on a Minor Planet may always be accomplished.
Reorganize Formations
After the battle, any participating Faction may reorganize Formations in that system if they so
desire. Often this will be done to reduce or change ship composition so as to maintain Fleets.
Example: Following a particularly blood battle, Oscar the Ork player finds that he has an
insufficient number of cruisers to support all his battleships and still have a legal list. Therefore,
he reorganizes his Formations by removing enough battleships to have a legal Fleet under his
Factional Fleet List.
Report Results to GM
Send the GM an email indicating that the battle took place and the result, including lost and
damaged units, VP and XP awards, and any Formation alterations.
Place Destroyed Units in Refit (GM Only)
Units that have been destroyed during the engagement are placed in Refit. They must spend
the next turn being rebuilt, and are then available once again for subsequent use in the
campaign.
Ground Movement Segment
Detachments move during the Ground Movement
Segment. This Segment has several steps, which are
carried out for each Detachment, if applicable.
1) Issue Orders
2) Perform Movement
3) Check for Arrival (GM Only)
4) On Arrival, Check for Engagement
Issue Orders: A player may, but needn’t must, issue
Orders to any of their Detachments using the system
described under Orders. Detachments may only be
issued an Order if they are not currently operating under
existing Orders.
Perform Movement: Detachments move on planetary
maps at a rate dictated by their Movement Mode. The Travel Time chart below describes the
number of Tiles a Detachment may move in a turn using the Movement Modes available to
them.
Standard: All Detachments that do not qualify for a different
Movement Mode.
Mechanized: Any Detachment that contains no Infantry (though
Jump or Jetpack Infantry are acceptable), Artillery or Monstrous Creature type units, unless the
Infantry has Dedicated Transports or there is sufficient transport capacity in other units to carry
all the Infantry and Artillery units, and any Monstrous Creatures have Flight.
Example: The presence of a Space Marine Tactical Squad in a Detachment prevents it from
counting as Mechanized, unless that squad has a Dedicated Transport. Alternatively, if the
MOVEMENT MODE SPEED Standard 2 Mechanized 4 Airborne 6
Fire and Forget: Movement
If figuring out which Movement
Mode your army is entitled to,
the GM will do it for you!
The GM will always use the
fastest movement and quickest
route possible such that the
Detachment arrives at its
destination as quickly as
possible.
Detachment may qualify as Mechanized if it contains a vehicle capable of carrying them in the
Force Org, for instance a Land Raider taken as Heavy Support. Note that in this case, there must
be sufficient carriage capacity for all the Detachments’ Infantry.
Airborne: Any Detachment containing only units from the Airborne Unit List, or with enough
carrying capacity from units on the Airborne Unit List to support any non-qualifying units.
AIRBORNE UNIT LIST
Jetbikes Jump Pack Units Jet Pack Units Flying Monstrous Creatures Fliers Skimmers
Example: Ordinarily the presence of Scouts in an army would prevent it from counting as
Airborne. However, if there is sufficient carrying capacity aboard qualifying units, for instance if
the Detachment included a Land Speeder Storm, then the Detachment may still use the
Airborne Movement Mode.
While Detachments are in transit towards their objective they may not receive new Orders.
Unlike Fleets, however, Detachments may interact with other Formations, both friendly and
enemy, while in transit. Detachments must physically enter every intervening Tile between
their origin and destination, and may be interrupted at any point along this line. An exception
to this rule is a Detachment traveling by Airborne movement. Airborne movement allows the
Detachment to fly directly from their origin to the destination, avoiding enemy forces below.
Check for Arrival (GM Only): Determine whether or not traveling Detachments have arrived at
a system during their destination during this turn’s movement. A Detachment at its destination
has fulfilled its Orders and may be issued new instructions next turn.
Check for Engagement: If a Detachment has arrived at a Tile, an engagement may occur if
there are units of another Faction present. Either side may force an engagement if it wishes to
fight. If one Faction elects to fight and the other does not, the aggressor is the Attacker and the
other the Defender for all purposes, such as mission selection. If both Factions seek battle,
then the Faction that just arrived is the Attacker and the other the Defender. If neither side
wants to fight then there is no engagement.
If more than two Factions are present on a Tile the engagement check is conducted relative to
them all. When there are more than two Factions present on a Tile and an engagement occurs
between two of them, any Faction not challenged may intervene in the battle if it wishes.
A Faction that intervenes transforms the battle from a two-sided to a multi-sided affair. They
do not enter the fight on one side or the other, although they are free from a tactical
standpoint to favor one combatant over another. An intervening Faction also counts as an
Attacker, however they are assigned their own mission. Their defender-specific mission details,
such as Deployment Zones are ignored, but win conditions are checked against all enemies, and
the intervener will win if he beats any player.
Example: Oscar the Ork’s Detachment has just entered a Tile previously relatively peacefully
occupied by both the Tyranid and Dark Eldar players. Oscar may seek an engagement with
either Faction, or both. Likewise, either Faction may seek an engagement against him and also
against each other.
As it happens, Oscar attacks the Tyranid player. The Dark Eldar player decides to join the
engagement, making it three sided, with the hopes of scoring quick and cheap kills on two rivals
more intent on each other.
Note that as it’s possible for two Factions to occupy the same Tile without a battle and without
moving away, that means an engagement may occur later. Thus, engagements are checked for
every Tile containing units from more than one Faction, regardless of whether they are newly
arrived or not.
Example: Oscar the Ork, in a rare show of magnanimity, declined to attack an Imperial
Detachment when it entered a Tile containing his units last turn. However, the Imperials
counted on this safety and remained on the Tile for another turn, during which Oscar decided to
seek battle.
Conduct Engagement: If an engagement is necessary, the players and Factions involved will be
informed so that they can make the appropriate arrangements. The GM will supply the
information detailing the Formations involved, the mission, the attacker and defender and so
forth. A Warhammer 40,000 game will then be played, following all standard 40k rules unless
specifically overridden by the campaign.
Any special rules dictated by the mission will be followed, except that The Armies section of
every mission will always be ignored. Both Factions are required to use any Formation
currently on the Tile. Any unit may Retreat from the battle by fleeing off the board edge closest
to the enemy’s Deployment Zone.
If all board edges are equally close to the enemy’s Deployment Zone, then units desiring to
Retreat must flee off the furthest board edge from their own Deployment Zone. Units that
Retreat immediately move to an adjacent Tile containing no enemy Formations. If several
adjacent Tiles contain no enemies, then units move to the Tile furthest from the enemy. If no
adjacent Tile is enemy free then the Retreating units are destroyed.
The ordinary 40k rules are slightly modified by the presence and extent of a Factions’ BFG units.
A Faction may not deploy units by Deep Strike methods that require ships (most notably Drop
Pods and Terminator Teleportation) unless a friendly ship is in the system. Additionally, if a
Faction controls the system, they may call on Orbital Support. At the start of each of that
player’s shooting phases, roll a die and consult the Orbital Support table.
Roll Required Ship Shots Strength AP Special
1 - - - - -
2 Escort 1 7 3 Barrage, Blast
3 Escort 1D3 6 4 Skyfire*, Interceptor
4 Capital Ship 2 9 2 Barrage, Blast
5 Capital Ship 1D3+1 8 3 Skyfire*, Interceptor
6 Battleship 1 10 1 Barrage, Large Blast
Required Ship: The Faction must have a vessel of that category in the system to derive any
benefit from the result. If the Faction lacks the necessary vessel, count it as though the roll was
a 1.
All Orbital Support Barrages count as Indirect Fire, meaning they always scatter unless a HIT
result is rolled on the Scatter Die. Otherwise obey normal targeting rules, with attacks at BS 3.
All Orbital Strikes have unlimited range. Cover saves may be taken as normal. Skyfire from
Orbital Support attacks ground and flying targets at BS 3. Note that since a Faction must
control the system, only one Faction can ever call upon Orbital Support.
Objective markers located on the Tile may have an impact on the engagement. Please consult
the Planetary Objective Marker Table at the end of these rules. Only the Tile’s controlling
Faction may derive the benefits from any Objective Marker.
If fighting on a Minor Planet, consult the Minor Planet Objective Marker Table to determine
which, if any, Objective Marker applies.
Roll Result (Defender chooses between options for rolls of 2-5)
1 None
2 Archeotech Structure or Munitions Depot
3 Command Bastion or Mine
4 Shield Generator or Starport
5 Fort or Settlement
6 Hive City
Regardless of the results of the battle, an engagement will cancel any remaining valid Orders
for all Formations involved in the fight. This is an exception to the requirement that Orders
cannot be changed until fulfilled.
Movement Example:
A Detachment arrives on Tile A2 on its way to Tile A3. Unfortunately there are enemy forces on
Tile A2 that provoke an engagement. During the course of the struggle, it becomes obvious that
defeat for the Eldar is inevitable, so several units escape by Retreating off the edge of the board
and the rest are destroyed. The successfully escaping units are sent to Tile A3 because it is an
empty Tile furthest from the enemy. If the Retreating units are a valid Detachment they may
later receive new Orders, however any currently operating instructions are now cancelled as a
result of the fight.
Post Engagement Procedure: After an engagement has been concluded, both players perform
the Post Engagement Procedure.
1) Determine who won the battle under the terms of the mission
a. If somehow neither side wins, then they both lose
2) Award Victory Points to the players as appropriate
3) Allocate Experience Points for the battle
4) Reorganize Formations if desired
5) Report Results to GM
6) Place Destroyed Units in Refit
Award Victory Points
Victory Points are allocated to the participating players, not on a Factional basis. If a battle
includes multiple players, they each receive VPs.
Win: VPs awarded to the player controlling the winning
force.
Loss: VPs awarded to the player controlling the losing
force.
Outmatched: VPs awarded for facing an opposing force
consisting of 350 or more points in excess of yours. For the purposes of this award, add the
total number of points each Faction had in the battle.
Write Up: VPs awarded for drafting a Battle Report and sharing it with the campaign list (or the
GM, who will distribute it).
Allocate Experience Points
Participation: XPs awarded to the
unit or Independent Character for
participating in the battle.
Victory: XPs awarded to the unit
or Independent Character for being on the winning side.
MVP (Commander’s Choice): XPs awarded to a unit or Independent Character that has been
selected by its commander as the most valuable unit for your Faction that game.
MVP (Enemy’s Choice): XPs awarded to a unit or Independent Character that has been selected
by the opposing commander as the most valuable unit for your Faction that game. If you faced
multiple opposing commanders (because of multiple players on one Faction or due to the
presence of multiple opposing Factions) then the MVP is chosen by majority consensus. If all
opposing commanders choose different units, you may select any one of those units to receive
the award.
Reorganize Formations
After the battle, any participating Faction may reorganize Formations in that system if they so
desire. Often this will be done to reduce or change ship composition so as to maintain Fleets.
RESULT VP AWARD Win 3 Loss or Draw 1 Outmatched by 500 or more points +1 Write up Battle Report +1
DISTINCTION XP AWARD Participation 1 Victory 1 MVP (Commander’s Choice) 1 MVP (Enemy’s Choice) 1
Example: Following a particularly blood battle, Oscar the Ork player finds that he has too many
Heavy Support choices. Therefore, he reorganizes his Formations by removing enough Heavy
Supports to have a legal Detachment under 40k Force Org rules.
Report Results to GM
Send the GM an email indicating that the battle took place and the result, including lost and
damaged units, VP and XP awards, and any Formation alterations.
Place Destroyed Units in Refit (GM Only)
Units that have been destroyed during the engagement are placed in Refit. They must spend
the next turn being rebuilt, and are then available once again for subsequent use in the
campaign.
End Phase (GM Only)
During the End Phase, the GM performs various administrative tasks to identify control of
systems, planets, Secret Objective completion, and even Campaign Victory.
System Control
A Faction controls a system if they have at least one capital ship present and no other Faction
has any capital ships.
Planetary Influence
There are three levels of Planetary Influence recognized by the campaign. In order of extent,
they are Presence, Control, and Domination.
INFLUENCE LEVEL REQUIREMENT Presence Control at least one Objective on a planet Control Control more Objective Points on a planet than any other Faction and control the
Starport Dominate Control more Objective Points on a planet than every other Faction combined and
control the Starport
Consult the Objective Points Table to calculate control.
Secret Objectives
Players may receive Secret Objectives from the GM. During the End Phase, the GM checks to
see if they have been completed, and if so, awards any applicable bonuses.
Victory:
If during any End Phase any Faction Controls or Dominates 9 planets, they win the campaign.
Alternatively, if any Faction Controls or Dominates all of one type of the following (Mining, Argi,
Death, or Civilized) then they win. Finally, victory can be achieved by controlling three Major
Worlds. Failing that, the winning Faction will be the team with the highest cumulative VP total
at the end of the campaign (whenever that is). The winning player will be the player with the
highest individual VP count on the winning team.
If more than one Faction achieves an automatic victory on the same turn, then the Faction with
the highest VP total prevails.
Players collect VPs individually. The Factional VP is then the average of its players’ VP totals,
plus any bonuses that have been acquired. This averaging is done so that teams with more
players don’t gain a VP advantage by way of playing more games.
Symbol Name Control Points
Archeotech Structure
1
Command Bastion
2
Fort 1
Hive City 5
Mine 2
Munitions Depot
1
Settlement 3
Shield Generator
1
Starport 3 Must be Controlled to Control or Dominate planet
Symbol Name Effect
Archeotech Structure
Place an Archeotech Ruin. All models wholly within the ruin gain Soul Blaze.
Empowered: All models within 6” of the ruin gain Adamantium Will and Soul Blaze.
Command Bastion
May re-roll one Reserves check per turn, and one Reserves unit may Outflank, even if it may not ordinarily do so. Any friendly unit that arrives from Reserves via Deep Strike may re-roll the scatter
and, in the event of a mishap, may re-roll the mishap result. Empowered: As above, plus the controller may roll for Reserves to
arrive starting on the first turn, if desired.
Fort Place an Imperial Bastion with quad-gun and comms relay (exception to the one upgrade limit).
Empowered: Place a Fortress of Redemption with four Heavy Bolters and Krakstorm Missiles.
Hive City Counts as every other Objective Marker except Starport Empowered: Also counts as a Starport in 40k games only, has no
effect in BFG. Still uses the basic entries for each Objective Marker effect.
Mine Tunnels Empowered: As above, plus up to three units may Infiltrate, even
if normally unable to. Note that for the purposes of this rule, Independent Characters count as a separate “unit” even if joined to
another unit.
Munitions Depot
Place a Munitions Ruin. All models wholly within the ruin gain Twin-Linked.
Empowered: All models within 6” of the Ruin gain Twin-Linked and Torrent.
Settlement Militia Support Empowered: As above, plus Rally the People
Shield Generator
May forbid the use of Orbital Support for either side. All models (friend or foe) in the controller’s Deployment Zone gain a 6+ Invulnerable Save against any attack originating outside the
Deployment Zone. Empowered: As above, plus the controller may deny the use of Deep Strike by an opponent. For units that must arrive via Deep
Strike, they may either deploy as though they did not have a Deep Strike requirement or they may Deep Strike but the Shield Generator’s controller may force a re-roll of the scatter.
Starport BFG: 6 Strength Attack Craft launcher (Fighters, Bombers, or Assault Boats). Use Racially Appropriate Attack Craft, or Imperial if
no such rules exist. 40k: Place a Skyshield Landing Pad. Empowered: BFG: As above, upgraded to Strength 10 launcher.
40k: As above, plus Air Superiority.
After Campaign Turn 5, used the Empowered entry for the special Objective Marker effect.
Air Superiority: System Defense Squadrons provide air cover to the Starport’s defenders.
Friendly flyers gain +1 to Reserve rolls. Enemy flyers suffer a -1 to Reserve rolls.
Place: A terrain piece with this special rule must be set up anywhere fully within the
controller’s Deployment Zone.
Militia Support: The controller of a Settlement receives aid from brave locals, determined to
protect their homes (or spoils, as the case may be). They consist of two 10-man Troop Squads
of Militia, a Heavy Support Ramshackle Tank and one HQ Militia Commander, as a special allied
Detachment in the battle. The Militia count as Battle Brothers.
Name WS BS S T W I A LD Sv
Militia Volunteers 2 2 3 3 1 3 1 5 6+
Militia Squad Leader 3 3 3 3 1 3 1 6 6+
Militia Commander 3 3 3 3 2 4 2 7 5+
Militia Freak 2 2 3 3 2 3 2 7 5+
Militia Legend 4 4 3 3 3 4 3 8 4+
Ramshackle Tank - 3 F - 12 S - 10 R- 10 HP: 2
Militia Volunteers are Infantry, armed with Lasguns with one Flamer and Heavy Stubber per
squad. Squad Leader and Commander are Infantry Characters (Commander is an Independent
Character), armed with Las Pistols, Krak Grenades and Close Combat Weapons. The
Ramshackle Tank (Vehicle, Tank) is armed with Twin-Linked Heavy Stubbers and a Ramshackle
Mortar (24” S5 AP - Heavy 1, Blast, Gets Hot).
Militia Units are Stubborn while in a building or ruins. They exist only for the present battle,
and disappear afterwards and count as part of the controller’s force for all purposes during the
course of the game. Militia Units do not award VP for being destroyed nor do they count for
First Blood. Militia characters may not issue or accept challenges and, for the purposes of any
rule relating to challenges, do not count as eligible targets.
Rally the People: When a Militia unit or vehicle is removed from play for any reason, it
becomes available as a reserve that automatically arrives on the next turn. The controlling
player may either move them onto the board from the table edge of their deployment zone or
may deep strike them into any ruin or building located in their deployment zone, without
scattering.
The Militia Volunteers have their Lasguns upgraded to Hot-shot Lasguns and the Squad
Leader’s Laspistol is upgraded to a Hot-shot Laspistol. Additionally, the Ramshackle Tank’s
Ramshackle Mortar is upgraded to a Ramshackle Cannon (36” S6 AP - Heavy 1, Large Blast,
Gets Hot). The Militia Commander is upgraded to the Militia Legend, an Infantry Independent
Character with the Hatred (All) and Infiltrate special rules, armed with a Hot-shot Laspistol,
Powerknife (S-1, AP 3), Krak Grenades, Meltabombs and a Salvaged Shield Generator (6+
Invulnerable Save).
Finally, the Militia Freak is an Infantry Independent Character armed with a Hot-shot Laspistol
and the Psyker (Level 1) special ability. His power should be generated randomly from a range
including all psychic disciplines available to the players. Any faction specific reference to any
power should be construed as applying to the Militia units as though the Militia units were of
that codex.
Example: Oscar the Ork and Tyranid Tommy are about to do battle over a Settlement. Because
Tommy has Militia Support (thematically a Genestealer Cult) with Rally the People, he
generates the Militia Freak’s power randomly from the psychic disciplines in the basic rule book,
the disciplines in both the Ork and Tyranid codices, and potentially from any other codex or
dataslate the players have on hand. Should he generate a power from the Ork Codex, any
reference in any power to an “Ork,” “Ork Unit,” “Codex Orks” or any similar terminology should
be construed to include and affect the Militia units.
Tunnels: A network of underground mining shafts and tunnels lie underneath the battlefield.
One of the controller’s units in Reserves may Deep Strike, even if normally unable to, and the
unit may re-roll the scatter. Models that arrive on Dangerous Terrain automatically pass any
Dangerous Terrain test. In the event of a Deep Strike mishap, automatically apply the Delayed
result. Finally, a unit emerging from the tunnels may assault the turn it arrives, as an exception
to the standard rules for Deep Strikes. This ability is available even in scenarios that forbid
Deep Strikes.
Planet List Icon Name Type Warp
Connections Description
Constantia Repentia
Hive KNIGHT’S WORLD VERDANT Charon’s Harbor
The capitol of the Hyperion Cluster, Constantia Repentia is a Hive World governed by repressive religious elites. Named for Saint Constantia, a pure soul martyred by the corrupt Cardinal Balkos in M37, monastic foundations and their secular patrons rule over teeming masses, exercising total personal, mental and spiritual control with an iron fist.
Ishtar Demon HARRIDAN LUOYANG SUZUKI’S FOLLY Dustball Gilgamesh
Once the most lush and perfect of worlds, Ishtar fell into the grip of a psychic coven during the Great Balkon Apostasy. The culmination of their twisted devotions brought forth the Daemon Prince Mor’Kall and his chaotic legions. Despite several attempts to destroy the planet by Exterminatus, Ishtar abides, and even thrives, as the sector devolves into conflict.
Machina Tertius
Forge CORNUCOPIA STIGMATA Knight’s World
Machina Tertius has been home to mystic Tech Priests since before the Dawn of the Imperium. Innumerable factories, laboratories and armories, along with the necessary support structures, cover every inch of the surface. But Machina Tertius’ greatest secret lies deep below the cities of Man, an alien artifact of great antiquity and fearsome power.
Stigmata Shrine AMATONGO L-2977B MACHINA TERTIUS TARSUS IV UMI Jotun
A deep purple gash, colored by rich deposits of manganese and amethyst, inspired Saint Fauzi the Stylite to name the world Stigmata, in honor of those who manifest the holy wounds of the Emperor. Six millennia later, Fauzi’s original monastery is a site of intense devotion and pilgrimage. But the blessed Saint’s ideals of asceticism and quiet devotion are lost among the towering cathedrals and ringing bells.
Cornucopia Agricultural MACHINA TERTIUS TARSUS IV Amatongo Luoyang
As the Hyperion Conflagration begins, Cornucopia is in the midst of a civil war. Rival factions within the ruling family vie for control of the nominal Governor, an aged and infirmed figurehead. Because the
conflict did not interfere with the Imperial Tithe, the Administratum saw no reason to interfere.
Tarsus IV Agricultural CORNUCOPIA STIGMATA L-2977b
Tarsus IV is an agricultural penal colony, home to those the Imperium deems undesirable, but otherwise harmless. Non-conformists, pacifists, stable mutants, the mentally disabled, all atone for their sins against the Emperor by working in his fields.
Verdant Agricultural CONSTANTIA REPENTIA Harridan
As a result of an Administratum rounding error, Verdant is responsible for a tithe fitting a planet with ten times its wealth. The ruling family, fearful of the consequences of failure, dominates the population with absolute cruelty and ruthless expedients, in an ultimately futile effort to meet Imperial demands.
Umi Agricultural STIGMATA Knight’s World
Rare among Agricultural worlds, over 90% of Umi’s surface is covered by oceans. In vast aquatic domes, workers cultivate kelp farms, fish and other marine life. Much of the labor is automated, and the resulting efficiencies have led to an unusually, and some say dangerously, permissive culture.
Amantongo Civilized STIGMATA Cornucopia
Amantongo’s entire society is organized along military lines, from newborn babies to the old and infirmed; everyone has a place, a duty and a fate. The populace is subject to regimentation and monitoring extreme even for the Imperium. This rigor is due to Amantongo’s near fall, in M40, to a Genestealer coven. Only the timely intervention of Iohannes, The Red Chaplain of the Ultramarines, saved the planet.
Knight’s World
Civilized CONSTANTIA REPENTIA Machina Tertius Suzuki’s Folly Umi
After Admiral Sir Leonard Castilian liberated them from a rebellious and cruel governor in M39, the grateful inhabitants renamed the planet in his honor. Since then, Knight’s World has benefited from effective and relatively benevolent administration, a rarity in the Imperium of Man.
Luoyang Civilized ISHTAR Cornucopia
Luoyang is a recently settled world, the colonists victorious veterans of the 226th Aenerian Imperial Guard regiment. Though the cities are still fairly new, everything is laid out with military precision and a keen attention to detail.
Charon’s Harbor
Death L-2977B Constantia Repentia
The beauty of Charon’s Harbor is renown across the sector. Great forests of harmonic crystals cover the planet, while the skies, not to be outdone, play host to dazzling aurorae. But beneath the spectacle, doom stalks the land in the form of ion storms, radiation bursts and spontaneous plasma fires.
Harridan Death DUSTBALL ISHTAR SUZUKI’S FOLLY Verdant
Wind storms scream across the land, sand and rocks carried fast enough to tear the flesh from a man in a matter of minutes. Beneath the shifting dunes lie numerous poisonous, carnivorous reptiles. But most feared of Harridan’s predators is the Mindcreeper Wasp, a parasitic insect whose young infiltrate the brains of their hosts, leading to rage, madness, and finally death.
Jotun Death KNIGHT’S WORLD Stigmata
A world so cold nitrogen flows in rivers, Jotun’s resilient population braves the frigid waters and vicious creatures to harvest necessary biochemical and medical compounds.
Dustball Mining HARRIDAN Ishtar
Dustball consists of various unremarkable ores, essentially a great rock in space.
Gilgamesh Mining L-2977B Ishtar
First charted during the Great Crusade, Gilgamesh boasts a commercial pedigree millennia in the making. Though now barren and almost devoid of life, vast oil and petrochemical deposits serve silent witness to a lush primordial past.
L-2977B Mining CHARON’S HARBOR GILGAMESH STIGMATA Tarsus IV
L-2977B is a newly mapped world with a vast ocean locked beneath kilometers of ice. The discovery of Laudium in deep water deposits has led to a mining boon, drawing all manner of enterprising, unsavory and desperate people.
Suzuki’s Folly
Mining HARRIDAN Knight’s World
Settled in M36 by a flamboyant Rogue Trader, Suzuki’s Folly’s super dense atmosphere supports floating continents. A small, hardy population lives in underground, yet airborne, cities, supporting themselves by extracting rare compounds from the toxic air.
Map Features
Icon Name Effect
Dark Eldar Haven The Dark Eldar Haven counts as a Deployment Zone for the Dark Eldar faction, with one important exception. Any other faction may raid the Dark Eldar Haven (see Dark Eldar rules for details). Traveling to and from the Dark Eldar Haven is only possible from a factional deployment zone, and the trip counts as an Unstable Route or, for those races that do not use Warp Routes, a two turn trip in each direction. Unless specifically provided to the contrary, Dark Eldar Havens do not count as worlds for the purposes of any rule.
Dead World A Dead World has been completely drained of any organic value by a Tyranid Hive Fleet, and therefore awards no RP for the remainder of the campaign. A Dead World no longer counts as its World Type for any purpose unless specifically stated.
Ork Waaaagh!!!! Territory falling under the influence of an Ork invasion. See the Ork rules for complete details.
Tyranid Invasion Source A Tyranid Invasion Source counts as a Deployment Zone for the Tyranid faction. See the Tyranid rules for more details.
Tyranid Hive Infestation Territory falling under the influence of a Tyranid invasion. See the Tyranid rules for complete details.
Faction Special Rules Astra Militarum
Man with rifle shoots. When he dies, pick up rifle and shoot: When an infantry model with a
special weapon is removed as a casualty, any non-character model in the same unit may be
selected for removal instead. Place the special weapon model in the same position as the
sacrificial soldier.
One Among Many: Attrition, not tanks or guns or planes, is the Imperial Guard’s greatest
weapon. The Astra Militarum faction receives 1.5 Victory Points for a lost or drawn
engagement, rather than the standard 1 point.
Rally to the Guns: Any falling back infantry unit within 12” of an Astra Militarum Tank may
always attempt to rally, even if below 25%, with a standard Leadership test.
Chaos
Death to the False Emperor: The Chaos faction receives an extra Victory Point from
engagements against any Imperial faction, and gains a further additional Victory Point from a
victorious engagement.
The Galaxy is Our Prize, it Must Not be Lost: The Chaos faction receives an extra Victory Point
from victorious engagements against the Tyranid faction. The Chaos faction loses three Victory
Points for each planet the Tyranid faction renders a Dead World.
Blessings of the Dark Powers: Chaos Boons (Chaos Codex, pg. 29) are permanent and carry
over from game to game. However, each time a character gains a Boon, roll 1D6. If the result is
less than the number of Boons possessed by the character (counting the one just awarded), the
character automatically becomes a Chaos Spawn as per a result of 21-22. Note that a roll of a 6
will always preserve the character, regardless of the number of Boons it has. Unworthy
Offering results (11-16) do not count as Boons for the purposes of this rule. Blessings of the
Dark Powers does not apply to Named Special Characters such as Kharn the Betrayer.
The Hyperion Relics: The appearance of Chaos during the Hyperion Conflagration was no mere
accident. Abbadon intentionally directed his 13th Black Crusade through the subsector in search
of ancient and forbidden relics identified by his prognosticators. Relics are acquired by
conquering the world on which they are located. Any additional requirements will be listed in
the individual item entry. Once recovered, the relics may be equipped by any Chaos
Independent Character. The Chaos player automatically wins the campaign if he can acquire all
five artifacts.
The relics are listed below, along with their location and their Victory Point reward for
discovery:
The Death Mask of Jer’an Tal (Harridan, 5 VP): A twisted, bitter scream preserved for eternity
in hardened adamantite, the Death Mask of Jer’an Tal gives its wielder Fear and Adamantium
Will. Additionally, all models, friend or foe, within 12” suffer -1 Leadership.
Felstor’s Bloody Gaze (Gilgamesh, 3 VP): An ancient combi-bolter dating to the Great Crusade,
Felstor’s Bloody Gaze has the Soul Fire and Torrent special rules. Additionally, the flamer part
of the combi-bolter may be used repeatedly. Any unit that suffers a casualty from the Soul Fire
must immediately take a morale check, even if it has not sustained losses of 25%.
Fell Razors (Suzuki’s Folly 5 VP): Fell Razors are a pair of Lightning Claws, imbued with the
essence of a trapped demon. They count as Daemon Weapons and grant Infiltrate and +1
Strength. Because they are a pair, they grant an additional attack for having two close combat
weapons.
Reality Sliver (Stigmata, 10 VP): The Reality Sliver is all that remains of a trans-dimensional
alien civilization, blessed and cursed with a unique relationship to the warp. This relic is a
physical manifestation of the immaterium, a piece of chaos locked in unchanging crystal. Only
models with the Psyker special rule may use this item. It grants its owner one additional die to
all Warp Charge and Deny the Witch tests, but the user must first dedicate a Warp Charge to
gain the free die (i.e., he can’t simply chose to roll only the bonus die). Additionally, once per
game, the user may unleash the power of the crystal and automatically succeed in activating a
power (decision must be made before the die roll), which is not subject to Deny. However, the
user must then immediately take a Perils of the Warp test.
The Relic Forge (Machina Tertius, 20 VP): An arcane machine built by a race long dead, the
Relic Forge is capable of equipping an army with forbidden weapons from a terrible era. If the
Eldar or Necron factions control Machina Tertius before Chaos, then this relic becomes
permanently unavailable and the Chaos player loses ten Victory Points.
Chaos Demons
Untroubled by Mortal Concerns: Chaos Daemons gain only two Victory Points for winning an
engagement.
The Hidden War: Chaos Daemons receive an additional three Victory Points for defeating any
detachment that includes Grey Knights.
She Who Thirsts: Winning an engagement against either the Eldar or the Dark Eldar awards an
extra two Victory Points.
In Your Name: Powerful though they may be, all daemons are nothing but slaves in service to
darker powers. After obtaining control of a planet, the Chaos Daemon player may dedicate it to
one of the four great Chaos Gods, or to Chaos Undivided. Once chosen, the world remains
pledged to that power until the Chaos Daemon player loses control. Should they regain
possession, the Chaos Daemon player is free to dedicate the planet anew, to any of the five
choices. If he dedicates the world to one of the four Chaos Gods, all units on the planet, or in
the system, with that mark gain 2 XP. If the player elects to support Chaos Undivided, he gains
three Victory Points instead.
The Warp Shall Not be Contained: Behind all their schemes and efforts, the Chaos Gods’
ultimate goal is the final and complete merger of the material and the immaterial. Towards
that end, Daemon armies concentrate psychic energy in an effort to anchor the warp in physical
form, twisting ordinary planets into blasted Daemon Worlds.
Any Minor World continuously controlled by Chaos and continuously garrisoned by Chaos
Daemon forces of at least (B) size becomes a Daemon World after five turns. If Chaos control is
interrupted or the Chaos Daemons leave at any point before the four continuous turns have
elapsed, the process ends and must be restarted. A Minor World that becomes a Daemon
World remains a Minor World. Major Worlds may also be converted, but they require a
continuous control and garrisoning period of eight turns.
Converting a Minor World awards the Chaos faction five Victory Points. Converting a Major
World awards fifteen.
If at any point three Major or five Minor worlds, or six worlds of either type, are Daemon
Worlds (recall one Major World, Ishtar, begins as a Daemon World), Chaos wins the campaign
immediately. Note that Daemon Worlds are subject to Tyranid Hive Infestation as any other
planet. A Daemon World that has been rendered a Dead World does not count towards
establishing immediate victory. Dead Worlds may not be converted into Daemon Worlds.
Dark Eldar
Jaded by the Fall, the Dark Eldar are a race corrupted by a nihilistic, cruel philosophy of
strength, excess and hedonism. They fear the prospect of eternal torture at the hands of
Slaaanesh, and have become obsessed with immortality and the accumulation of power.
Refuge of the Unseen Stalkers: The Dark Eldar lack a standard Factional Deployment Zone, but
instead benefit from a Dark Eldar Haven. The Haven counts as a Factional Deployment Zone for
all purposes except as provided in these specific rules.
Because the Dark Eldar Haven is located at a secure anchor among the ancient space lanes, all
Webway checks by any faction to the Haven gain +1 to the roll.
Unique among Factional Deployment Zones, the Haven may be attacked by opposing players.
Travelling to and from the Dark Eldar Haven may only be initiated at a Deployment Zone (or, in
the case of Orks, any Ork controlled world enveloped within the Waaagh!!!), and counts as
passage on an Unstable Warp Route. Those races that do not use Warp Routes require two
turns to reach or escape the Haven, except for any race that travels by Webway, who roll as
normal (with the +1 described above).
In the event that enemy and Dark Eldar forces are both present at the Haven, engagements
may occur in the standard manner. The Dark Eldar Haven counts as having all Objective Tiles at
their Empowered States (even before Turn 5), except the Hive City (it being superfluous).
Should the enemy prevail, or find the Haven unguarded, he may free the slaves as described
under Bread and Bloody Circuses below.
Regardless of the results of any engagement, no enemy may remain at the Dark Eldar Haven
and, immediately after resolving the effects of arrival, will begin the trek back to their own
Deployment Zone.
Celestial Corsairs: The Dark Eldar are plunderers with little interest in administering their
conquests. Upon gaining control of a Minor World, the Dark Eldar faction gains 200 RP. After
gaining control of a Major World, the Dark Eldar faction immediately gains 400 RP. Please note
that the pillage bonus from this rule occurs every time the Dark Eldar gain control of a World,
and so may trigger multiple times from the same planet, if the Dark Eldar gain, then lose, then
regain control. The Dark Eldar use the Inefficient Planetary Resource Table.
Grim Amusements: All Dark Eldar units at a world controlled by the Dark Eldar faction, and all
Dark Eldar ships in a system whose world is controlled by the Dark Eldar, gain one XP per turn.
Contempt for the Wretched Brothers: Many Dark Eldar regard their Craftworld kin with
disdain, sneering at the hollow attempts to preserve the old ways. The Dark Eldar gain a bonus
Victory Point from engagements with the Eldar.
Trial of Strength: Dark Eldar Independent Characters gain a bonus XP each time they slay an
opposing Independent Character in a challenge.
She Who Thirsts: The Dark Eldar faction gains an additional two Victory Points for defeating
Chaos in an engagement.
Bread and Bloody Circuses: Dark Eldar society revolves around gruesome conflict and cruel
aggrandizement, as the various kabals struggle for supremacy. Ostentatious displays of savage
and public atrocities are a prominent form of entertainment and serve to bolster a kabal’s
standing. Ambitious Archons use these spectacles to display their power, award supporters and
dispose of rivals.
Every Dark Eldar engagement awards Slave Points to the Dark Eldar faction. Three Slave Points
are gained in a victory, one as a result of a draw or defeat (possibly representing the
enslavement of those who have failed the Archon). The Dark Eldar gain an additional Slave
Point for each opposing unit removed from play due to Falling Back off the table edge or failing
to regroup when assaulted. Units Falling Back at the end of the game count as removed from
play for the purposes of this rule.
The Dark Eldar also gain Slave Points from Battlefleet Gothic engagements in the same manner
as 40k. Additionally, they gain three additional Slave Points for each Slave Taking (Armada,
page 53) they perform.
Additionally, the Dark Eldar faction receives Slave Points for controlling territory. Each
controlled Minor World awards one Slave Point per turn. Each controlled Major World awards
three points per turn, and each dominated Major World provides five points per turn. Dead
Worlds award no Slave Points, even if controlled. Slave Point totals are kept secret from other
factions. A Dark Eldar player may communicate the state of his Slave tally to other players,
though he is under no obligation to be honest.
Slave Points may be expended in a Grand Spectacle, awarding bonus RP to the Dark Eldar
faction according to the Grand Spectacle table, which also governs the award for freeing slaves
during a raid (see Refuge of the Unseen Stalkers). If multiple opposing factions jointly raid the
Haven and the Dark Eldar fail to win the resulting engagement, then any Liberation RP and VP
awards are divided evenly among the invaders, regardless of the relative size of their forces.
Any Dark Eldar player may initiate a Grand Spectacle with or without the permission of any
other players in the Dark Eldar faction. All points are expended regardless of consent and the
proceeds are split evenly. Once a Grand Spectacle has been called, or a raid successfully
undertaken, the tally is reduced to zero, and must be accumulated anew.
Slave Points Grand Spectacle Reward Liberation Award
1-10 25 RP per point plus Ridicule 10 RP per point plus Folly
11-15 50 RP per point, 1 VP 25 RP per point, 1 VP
16-20 75 RP per point, 3 VP 50 RP per point, 3 VP
21-25 100 RP per point, 5 VP 75 RP per point, 5 VP
26+ 100 RP per point plus Legendary Spectacle
100 RP per point plus The Great Escape
Ridicule: Accustomed to grandiose displays, the crowd reacts to your meager games with scorn
and derision. The Dark Eldar faction loses one Victory Point.
Folly: Although successful, the modest number of recovered prisoners has made the rescue
mission a failure in terms of resources and time expenditure. The liberating faction loses one
Victory Point.
Legendary Spectacle: A display of incomparable cruelty, sure to cement the Archon in the
annals of history. The Dark Eldar faction gains ten Victory Points. If the Dark Eldar can perform
three Legendary Spectacles, they win the campaign automatically.
The Great Escape: A heroic endeavor worthy of song. The liberating faction gains fifteen
Victory Points and the Dark Eldar faction loses ten Victory Points.
Eldar
The last of a dying race, the Eldar ply the skeins of fate in a desperate bid for survival.
Unmotivated by greed, conquest or glory, those few who weathered the Fall will make any
sacrifice and commit any act to preserve their civilization. Guided by the Farseers, Eldar
strategy and goals can seem confusing and even contradictory to the savage, younger races, but
all unfolds according to the dictates of Fate.
Fate Points: The Eldar ability to see and manipulate the course of events is represented in the
Hyperion Campaign by Fate Points, an abstract measurement of the Farseers’ control and
influence over destiny.
Generating Fate Points: Each Eldar player generates their own tally of Fate Points. There is no
maximum number of Fate Points a player may have at any one time. The Eldar player may only
score Fate Points for each trigger once per turn, regardless of the number of qualifying events.
Thus, the maximum number of Fate Points that a player may gain in one turn is eight, and the
minimum is one.
Action Points Generated Explanation
Automatic Point Gain 1 The Eldar player automatically gains a point each turn, during the Administration Phase.
Buy Fate Point 1 For 100 RP, the Eldar player may purchase a Fate Point.
Intervene in an engagement 2 The Eldar excel at manipulating one faction against another. Participate in any engagement involving two or more opposing factions.
Kill the enemies of Fate 1 Fight an engagement against either the Chaos or Tyranid Faction.
Lose an engagement 2 Losses cause the Eldar to become more desperate in their manipulation of fate.
Win an engagement 1 Victory advances Eldar plans.
Spending Fate Points: An Eldar player may spend any number of Fate Points, provided that he
may not trigger the same ability more than once each turn unless that power indicates it is
repeatable. Fate Points are spent during the Administration Phase during Allocate Resources,
unless the ability refers to an engagement, then the points are used during the Action Phase.
Each Eldar player accumulates and spends Fate Points individually and they may not be
transferred, pooled or shared in any manner. Note that unless a power specifically indicates
that Eldar forces must be participating or Eldar control required, Fate abilities may be used
even in engagements not involving the Eldar.
Name Cost Target Effect
Advised by the Fates 3 Any Engagement During any engagement, select the first player. The opponent is still permitted to attempt to seize the initiative.
Delay Engagement 5 Any Engagement One engagement does not occur. The opposing formations remain in the same location and may elect to fight in the following turn, assuming neither moves away in the subsequent Action Phase.
Guide the Fated 2 Any Engagement During any engagement, choose the mission and, if applicable, the Deployment Map.
Incite Revolt 3 Any Minor World Cause a Controlled Minor World without garrisoned troops to revert to neutral control.
Inspire Loyalty 2(X+1) Any Minor World Cause an Uncontrolled Minor World to become Controlled by the Faction of the Eldar player’s choice. X is the number of that World Type already controlled by that Faction.
Read the Misery 3 Any Dark Eldar Faction
Learn the current Dark Eldar Slave Point tally.
Subvert Defenses 2 (4 for Hive City Objective Tiles)
Any Objective Tile During an engagement at an Objective Tile, the Objective Tile does not contribute its bonus to the controller.
Truth’s Guidance X+1 Any Die Roll (Repeatable)
During any engagement, either re-roll a die or force your opponent to re-roll a die. X is the number of times this ability has been used in the current engagement.
Tyranid Hive Infestation Increase
1 Any Hive Infestation Tendril
Increase a Tendril by one hex.
Tyranid Hive Infestation Reduction
X Any Hive Infestation Tendril
Reduce a Tendril by one hex. X is based on the size of the Tendril Fleet: No Tendril Fleet: 1 Tendril Fleet (A): 2 Tendril Fleet (B): 3 Tendril Fleet (C)+: 4 When a Tendril shrinks, the Hive Fleet moves back with it to stay in the bounds of the Hive Infestation.
Waaagh!!! Increase 1 Any Waaagh!!! Increase the size of a Waaagh!!! by one hex.
Waaagh!!! Reduction 2 Any Waaagh!!! Reduce the size of a Waaagh!!! by one hex. Will always reduce empty hexes before planets are lost.
Warp Route Stabilization
10 Any Warp Route Permanently change an Unstable Warp Route to Stable.
Warp Route Destabilization
10 Any Warp Route except those leading to a
Permanently change a Stable Warp Route to Unstable. May not
Factional Deployment Zone
affect a Warp Route leading to a Factional Deployment Zone.
Webway Accuracy 2 Any Faction that uses Webways
Any single Webway check is automatically treated as having rolled a 6. If any check would be governed by both Webway Accuracy and Webway Confusion, the Webway check is rolled as normal.
Webway Confusion 2 Any other Faction that uses Webways
The next Webway check made by the target Faction is automatically treated as having rolled a 1. If any check would be governed by both Webway Confusion and Webway Accuracy, the Webway check is rolled as normal.
Witchcraft 1 Any Psychic Phase (Repeatable)
Cause a player to either gain or lose a Warp Charge.
Trinkets and Baubles: The Eldar are unconcerned with territorial advancement or material
wealth, and value such things only as tools in their struggle for survival. As a result, the Eldar
faction uses the Inefficient Planetary Resource Table.
The Enemies of Fate: The Eldar receive an extra Victory Point for fighting an engagement
against the Chaos and Tyranid factions, and a further additional point for defeating them.
Shedding the Blood of Lost Brothers: Eldar gain only one Victory Point for a successful
engagement against the Dark Eldar, rather than the standard three for winning.
Securing the Future: The Eldar faction automatically wins the campaign if Chaos does not
control any world and if no world is currently within a Tyranid Hive Infestation. For the
purposes of this rule, Dead Worlds are ignored, even while within Tyranid Hive Infestations.
The Secrets of Machina Tertius: Beneath the human cities on Machina Tertius lie ancient ruins
of a long forgotten alien race. Though the inhabitants were killed eons ago, some of their
arcane technology still remains. If the Eldar faction can obtain control of Machina Tertius
before the Chaos or Necron factions, they immediately gain ten Victory Points. However, the
Eldar faction immediately loses fifteen Victory Points if either the Necrons or the Chaos factions
gain control of Machina Tertius before the Eldar. If Machina Tertius is rendered a Dead World
by Tyranid Hive Infestation before either Eldar, Chaos or Necrons gain control, then this rule is
suspended (the Eldar are content that the relics have been destroyed).
Imperial
In the Emperor’s Name: The Imperial faction receives three Victory Points upon gaining control
of a world.
Push Back the Tide: Each turn the Imperials do not lose control of a world, they gain two
Victory Points. If, at the end of any turn, three or more opposing factions do not control any
planets, the Imperials automatically win the campaign.
Fortress Imperia: This special rule is an alternate deployment method for the Imperial faction,
and is only used in campaigns with total faction participation. Under this system, the Imperials
do not use a standard Deployment Zone, but rather can treat any non-Daemon Major World as
a Deployment Zone for all purposes. When this rule is in effect, Imperials cannot achieve an
automatic campaign victory for controlling Major Worlds.
The Great Enemy: Imperials receive an extra three Victory Points for defeating Chaos.
Necrons
Remnants of Forgotten Gods: Scattered throughout the Hyperion Cluster are five C’tan prisms,
fragments of an ancient evil long ago dispersed and entombed. Having awoken from their
slumber, the Necrons seek to recover these artifacts and employ them in their bid for galactic
reconquest. At the start of the campaign, the Game Master will secretly assign the prisms to
specific planets.
Exactly two of the prisms will be located on Major Worlds. The others can be found on Minor
Worlds. The Necrons can divine the presence of a prism immediately upon landing troops on a
planet or having ships enter the system. However, they must control a World to extract any
discovered. Should the Necron faction succeed in obtaining all five, they win the campaign
immediately.
For each prism recovered, Necron C’tan units (C’tan shards of the Nightbringer or the Deceiver,
or a Transcendent C’tan) gain the following special abilities.
First Shard Second Shard Third Shard Fourth Shard
Drain Life Adamantium Will Hit and Run It Will Not Die
Drain Life: A C’tan Fragment’s close combat attacks drain the life energy from its opponents.
Feel No Pain is ineffective against wounds caused by the C’tan Fragment.
The Stars Will Know No Other Master: The Necrons receive an extra Victory Point for fighting
an engagement against the Chaos and Tyranid factions, and a further additional point for
defeating them. The Necron faction loses three Victory Points for each planet the Tyranid
faction can render a Dead World and for each planet the Chaos Daemons can convert to a
Daemon World.
Ours is the Only Way: The Necrons receive an extra Victory Point for fighting an engagement
against the Tau faction, and a further additional point for defeating them.
An Old Foe Stalks the Land: The Necron Faction loses one Victory Point every turn it controls
fewer worlds than the Eldar or Dark Eldar.
A Million Years of War: Each time a Necron Independent Character earns their first Experience
Point Advancement, it gains a free additional advancement on a roll of a 4+.
Rise of the Undying Dynasts: The Necrons have eons of experience administering great
empires. They use the Efficient Planetary Resource table.
Orks
Although primitive, savage and disorganized, the mass
horde of greenskins threatens to crush the entire galaxy.
Orks live only for war and the thrill of conquest, and woe
to those in the path of the Waaagh!!!
The Waaagh!!!
No concept is more central to understanding Ork kulture
(such as it is) than the Waaagh!!! Though all greenskins
thrive on conflict, individually they are too fractious and
disorganized to threaten the wider galaxy. Most Ork
invasions are thwarted by local forces, rarely requiring
outside intervention. However, on occasion a charismatic
warlord or a massive gathering of warriors is sufficiently impressive to trigger a spontaneous
crusade of conquest. As the Waaagh!!! grows, Orks flock to
the sound of the guns, putting aside their naturally
quarrelsome nature and striving together to drown the entire
galaxy beneath the green tide.
Orks do not use the standard Resource Point accumulation
rules for Planetary Conquest. Instead, an Ork faction gains RP
based on the number of hexes currently within his Faction’s
Waaagh!!! Each hex within the borders of any Waaagh!!!
awards 25 RP. Each Minor World controlled by the Ork
faction within the Waaagh!!! awards an additional 75 RP to
that hex. A Major World controlled or dominated by the Ork
faction within the borders of the Waaagh!!! awards 275 and 475, respectively.
If by some circumstance the Ork player comes to control a world outside the boundaries of the
Waaagh, he acquires no RP from it. Note that while Orks do not gain RP from planetary
conquest, they do receive the bonus benefits for controlling worlds based on that world’s type.
Orks lack a traditional Deployment Zone, and instead may deploy new units to any world within
the borders of the Waaagh!!! regardless of that planet’s controlled status. Any effect that
requires an Ork formation to return to the Deployment Zone instead directs them to the
nearest controlled world within the borders of a Waaagh!!!
This image demonstrates Ork Resource
Collection. Each empty hex within the
Waaagh!!! grants X RP. The controlled
Minor World awards an additional Y RP.
Fire and Forget: Waaagh!!!
The process of Waaagh!!!
expansion and contraction is
entirely handled on the back
end by the Game Master. The
system is provided here so that
campaign players may
familiarize themselves with the
mechanics if they so desire.
The Waaagh!!! is represented
on the Campaign Map by a
green border with a light green
fill. Hexes are considered in the
Waaagh!!! if a substantial
majority of the area is covered
by either the border or the fill.
Each self-contained bounded
area is considered its own
separate Waaagh!!! If two
separate Waaagh!!!s meet,
they then combine into one.
When previously separate
Waaagh!!! sections merge, the
Ork faction gains bonus X RP and three Victory Points. Ork Waagh!!! and Tyranid Hive
Infestations may overlap.
During the End Phase of each Campaign Turn, the Waaagh!!! expands or contracts, as dictated
by the circumstances. Check the Waaagh!!! table and apply the results. Each separate
Waaagh!!! expands by one hex. Then a tally is counted according to the qualifying events on
the Waaagh!!! expansion table. Once the total number of expanding or contracting hexes is
known, the results are randomly allocated to all existing Waaagh!!!s.
Example: Oscar the Ork has two separate Waaaghs around Gilgamesh and Umi. Each
Waaagh!!! is entitled to one automatic growth hex. He has also purchased one expansion hex
(Swell the Tide) and he has fought two engagements, one a victory (2 hexes) and one a defeat (-
1) hex. This makes a net total of two expansion hexes (1 purchased, 2 for victory and -1 for
defeat). Each hex is then randomly allocated to a Waaagh!!! In this case, both hexes are
ultimately assigned to the Gilgamesh Waaagh!!!, which will grow three hexes (one
automatically and two more from qualifying bonuses).
Example Two: Oscar the Ork has the same two Waaaghs as example one, but this time his turn
has not gone well. He fought and lost three engagements and failed to purchase an expansion.
This makes a net total of three contraction hexes, which are randomly assigned between the
Waaagh!!!s. Gilgamesh gets one contraction hex and Umi two hexes. As a result, Gilgamesh
does not grow at all (1 automatic growth hex - 1 contraction hex = 0) and Umi shrinks by one (1
automatic growth hex – 2 contraction hexes = 0).
Because each self-contained area is a separate Waaagh!!!, this area contains
two Waaagh!!!s
The green arrow points to a hex
within the Waaagh!!!, as a
substantial majority of its surface is
covered. The red arrow
demonstrates a hex outside the
Waaagh!!! even though part of it is
covered.
Event Effect Explanation
Automatic Growth 1 hex per Waaagh!!! Each Waaagh!!! automatically grows by one hex.
Conquer Enveloped World 3 hexes Gaining control over a world already within the borders of a Waaagh!!! grants three expansion hexes.
Conquer Non-Enveloped World
Special Upon acquiring control of a world lying outside the boundary of a Waaagh!!!, the Waaagh!!! expands as detailed below.
Drawn Engagement 1 hex The Waaagh!!! expands by one hex for each engagement they fight to a draw this turn.
Failed Engagement -1 hex The Waaagh!!! contracts by one hex for each defeat they suffer this turn.
Lose World -4 hexes Upon losing control of a world, the Waaagh!!! contracts four hexes.
Swell the Tide 1 hex Each player in the Ork faction may purchase one expansion hex for 100 RP.
Stagnate -4 hexes If the Ork faction fights no engagements in a turn, the Waaagh contracts by two hexes.
Victorious Engagement 2 hexes The Ork faction gains a Waaagh!!! expansion hex for each successful engagement this turn.
Waaagh!!! expansion is a random process. Starting from a controlled world within the
Waaagh!!!, roll one D6 and expand the Waaagh!!! border over the corresponding hex. If the
hex in question is already part of the Waaagh!!!, roll again using that hex as the new center and
continue the process until you end in a hex not part of the Waaagh!!! Then expand the
Waaagh!!! to cover the new territory. Alternatively, the Waaagh!!! will preferentially expand to
include a world, if there is a planet outside of, but adjacent to, the borders of an expanding
Waaagh!!! Re-roll any expansion results that lead off the map edge or onto enemy Deployment
Zones, but not including Deployment Zone replacements such as Dark Eldar Havens.
Waaagh!!! contractions work in a similar process, but in reverse. Starting from a controlled
world within the Waaagh!!!, roll as if expanding. Then retract the Waaagh!!! one hex from the
direction indicated. Each net expanding or contracting hex is rolled for separately. Do not
simply roll a direction and expand or contract multiple Waaagh!!! hexes.
Example: Oscar the Ork must expand his Waaagh!!! one hex. Centering on the controlled world
of Suzuki’s Folly, he rolls one die and gets a 2. Because that hex is already within the Waagh!!!,
he shifts the center onto that hex and rolls again, this time getting a 3. As that hex is still within
the borders of his Waaagh, he must roll yet again and he gets a 2. That hex is not part of the
Waaagh, so the green tide expands! Note that as the Waaagh is now adjacent to Jotun, the
next expansion will automatically grow to encompass that world.
Waaagh!!! expansion and contraction can also occur as a result of gaining or losing control over
a planet. When the player acquires control over a world outside the Waaagh!!!, a new
Waaagh!!! emerges centered on that planet, which automatically and instantly expands four
The area bounded by the green border is within the Waaagh!!!
The Waaagh!!! expands randomly from controlled worlds
If the hex indicated by the expansion
die roll is already part of the
Waaagh, roll again starting from the
current location.
Continue the process as necessary
until the Waaagh!!! expansion reaches
a hex currently outside the bounds of
the Waaagh!!!
Having finally reached a hex outside the boundary, the Waaagh!!! expands.
hexes according to the standard expansion progress. If the Orks lose control of a world, they
will lose four Waaagh!!! hexes. A Waaagh!!! that is left with no Ork controlled worlds within its
borders may not grow, and instead automatically shrinks one hex per turn until it either
disappears or becomes anchored by an Ork controlled world.
Should every Waaagh!!! be removed from play, the Ork faction loses twenty Victory Points and
a new Waaagh!!! spontaneously arises over a random uncontrolled Minor World. If there are
no uncontrolled worlds, then the uprising occurs on a random ungarrisoned Minor World. In
either event, the Ork faction immediately acquires control over the world. Should there be no
uncontrolled or ungarrisoned Minor Worlds, then a new Waaagh!!! centers around any random
Minor World, but the Orks do not instantly establish control and any opposing troops are
unaffected.
Da Wunz Mork Kik’ed in da Hed: Each player in the Ork faction receives one Madboy mob for
free. Madboys have a cost of 0 points, for all purposes including army size reporting. Madboyz
are Infantry, the MadNob is an Infantry (Character).
WS BS S T W I A Ld Sv
Madboy 4 2 3 4 1 2 2 6 6+
MadNob 4 2 4 4 1 3 3 7 6+
WARGEAR Slugga Choppa Stikkbombs 1 Rokkit Launcha SPECIAL RULES ‘Ere We Go Furious Charge Mob Rule Kik’ed by Mork Da Loonies
Kik’ed by Mork: At the start of each Ork movement phase, roll 1D6 and consult the table. The Madboyz mob gains the resulting special rule until the start of the next Ork movement phase:
1- Skyfire 2- Hit & Run 3- Zealot 4- Feel No Pain (3+) 5- Brotherhood of Psykers 6- Smash
Da Loonies: At the start of your opponents turn, the Madboyz must make a Leadership test if they are not currently engaged in close combat. If the test is passed, there is no effect that turn. However, if the test is failed, then the Madboyz mob counts as a Come the Apocalypse ally for your opponent, and may be controlled in the subsequent opponent’s turn as though the mob were an allied detachment for all purposes. The Madboyz may initiate close combat against an Ork unit, but if at the end of the close combat phase they are still engaged, the Madboyz automatically move 2D6” away from the unit in a random direction (use scatter die). The remaining unit may consolidate. At the end of the opponent’s turn, the Madboyz return to Ork control.
Git Reedy fer A’Nudder Go: If the Ork faction fights three or more engagements in a turn, they
are awarded an additional four Victory Points.
Go ‘ere Every Fing iz Shiney: The Ork faction gains 200 RP for defeating Tau or Eldar in
engagements.
Orks Rule da Starz: If Waaagh!!!s at any point envelope one hundred or more hexes, the Ork
faction automatically wins the campaign.
We’z Luv da Dakka-Basha: The Ork faction receives an additional Victory Point for fighting an
engagement, regardless of the outcome.
Space Marines
Flexible Doctrine: Space Marine Heavy Support and Fast Attack units use the Troop Experience
Point Upgrade costs.
No Mercy for the Unworthy: Space Marines gain an additional Victory Point for defeating any
enemy that includes an Armies of the Imperium ally.
Tactical Training: In any Tactical Squad or chapter equivalent (i.e. Grey Hunters), when a model
with a special or heavy weapon is removed as a casualty, any non-character model in the same
unit may be selected for removal instead. Place the special or heavy weapon model in the
same position as was occupied by the sacrificial marine.
Tau
Alone Against the Tide: As the lone force for progress in a dark and brutal galaxy, the Tau can
ill-afford disasters. Tau factions are awarded only one-half Victory Point for a lost engagement.
Benevolent Administration: The Tau are effective and gracious administrators. Planets under
their guidance demonstrate amazing progress with unbelievable rapidity. Tau use the Efficient
Planetary Resource Table.
The Best of Circumstances: Pragmatic and resourceful, the Tau are able to make the best out
of suboptimal situations. Tau factions gain two Victory Points from drawn engagements.
Secure the Warp Routes: To facilitate further expansion, the Ethereals have focused on
acquiring safe transit paths. The Tau player immediately wins the campaign if he controls any
five worlds, and their associated systems, linked in a continuous chain by Stable Warp Routes.
Please recall that two worlds with paths linked to the Deployment Zone are not themselves
linked without a separate Warp Route.
For the Greater Good: In their quest to bring enlightenment to the galaxy, the Tau battle evil
and oppression wherever it may be found. They gain additional Victory Points winning
engagements depending on the faction of their opponent, as detailed in the table below.
Faction Bonus Rationale
Chaos 2 The Chaos Gods exist only to sow misery and anarchy
Eldar .5 The Eldar are preoccupied with survival, and generally merit little concern
Dark Eldar 1.5 Slavers and murderers, the Dark Eldar must be opposed
Imperial 1 The Imperium of Man is repressive and ossified
Orks 1.5 Left to their own devices, the greenskins would drag the stars down to savagery
Necrons .5 Although clearly in pursuit of destructive and malicious goals, Necron plans are distant and indeterminate
Tyranids 2 The galaxy must be preserved
Tyranids
Driven by the most primal of instincts, these invaders have come from a distant galaxy with a
singular intent to consume, multiply and thrive.
Tyranid Invasion Sources
The Hive Fleet mechanic replaces many of the standard movement and new unit placement
concepts from the standard campaign rules. In place of a traditional Deployment Zone, the
Hive Fleet has Tyranid Invasion Sources. Invasion Sources count as Deployment Zones for all
purposes, and will take their place in all references, except as detailed below. Additionally,
Invasion Sources are the generation point of the Tyranid Hive Fleet Infestation.
World Control
Tyranids establish and obtain control and domination over worlds as detailed in the standard
campaign rules, but they receive no benefits from these territories. Control is relevant only
insofar as it relates to mechanics in the Tyranid Hive Fleet Infestation section, and as a
preventative measure to stop any other faction from having control over a world.
Additionally, Tyranid factions do not acquire RP from
controlling worlds, but rather benefit from The Great
Devourer special rule detailed below.
Tyranid Hive Fleet Infestation
Hive Fleet Infestation represents the current reach of the
Tyranid menace. Worlds enveloped within its borders
are at risk of attack and consumption. To be included in
the infestation, a hex must either have a substantial
majority of its surface within the border, or be a Tendril.
Any Tyranid fleet may move from any location within the
infestation to the Invasion Source in one turn, or from
the Invasion Source to any Tendril or Nest.
With one exception (see Vanguard Fleets), Tyranid fleets are not permitted to move beyond
the borders of the Hive Fleet. Tyranid Fleets or Detachments outside the Hive Fleet Infestation
(except Vanguard Fleets and Genestealer Cults) become subject to the Instinctual Behavior
rule detailed below.
The borders of the Infestation are centered on Anchor Points, of which there are three different
types: the Invasion Source, Controlled Worlds and Hive Fleets. The Hive Infestation will be
Fire and Forget: Infestation
The process of Hive Fleet
Infestation expansion and
contraction is handled entirely
on the back end by the Game
Master. This section is
provided so that players may
familiarize themselves with the
mechanics if they so desire.
stable (i.e., not subject to whithering) in any location where an unbroken string of Infestation
hexes lies between two or more Anchor Points. Additionally, the Invasion Source projects a
sustained two hex radius that is similarly immune to whithering.
Whithering occurs when any Infestation Hex is not part of an unbroken string between two
Anchor Points or within the two hex sustained radius of an Invasion Source. During the End
Phase of a turn, unanchored sections of the Hive Infestation shrink one hex towards the nearest
unbroken string or Anchor Point.
This image illustrates the concept
of Anchoring and Whithering.
The Invasion Source and the
Tyranid Controlled world of Umi
are Anchor Points, so any hex in a
continuous straight line between
them is safe from whithering.
However, the salient indicated by
the purple arrow lacks a second
anchor point.
Because the top salient is
unanchored, it is now subject to
whithering. During the End
Phase, it will shrink one hex
towards the nearest unbroken
string or Anchor Point, whichever
is closer. This will continue to
occur until no hex qualifies for
whithering.
This image shows the result of the
whithering. Note now that every
hex is anchored, the existing Hive
Infestation regions are safe.
Notice the Dead World icon next to the Tyranid control symbol. The number in red
above is the remaining turns before Umi becomes a Dead World.
One turn later and the Dead World countdown has been reduced from four to
three. Even if the Tyranids lose control of the planet, they retain any progress on
the five turn countdown. Should they recover the planet, the Dead World tracker
resumes from its previous state.
To conquer new worlds and expand the Hive Fleet Infestation, the Tyranid player must develop
and support Tendrils. Tendrils are represented on the Campaign Map by a Hive Fleet
Infestation hex with a tapered end.
In addition to the thematic decoration, the sharp edge will always point towards a planet. To
form a Tendril, the Tyranid player must order
a Fleet to a world outside the current
boundaries of the Hive Infestation. A Tendril
may not form without a Fleet. If the Tendril
loses its fleet, it becomes subject to
whithering. Furthermore, a Tendril can only
grow if it can trace a direct line of Hive
Infestation hexes to a Tyranid Invasion
Source.
At the start of the game, the Tyranid faction
will be permitted to establish up to three Tendrils from each Invasion Source. These beginning
Tendrils will extend one hex beyond the two hex sustained Hive Fleet Infestation, for an
ultimate total of three hexes. The Tyranid faction may elect to form fewer beginning Tendrils if
desired, but they may not “save” the hex by refusing a Tendril to extend an existing one.
During the course of the campaign the Tyranid player may form as many Tendrils as may seem
prudent or desirable.
Once assigned, the directed Fleet will then progress towards the target at a
speed corresponding to its size, as depicted on the Tendril Expansion Rate
table. It may not alter its course or change its objective. The Hive Fleet will
always take the shortest route to its target. Upon reaching the target, the
Tendril is dissolved and the hex is a regular part of the Hive Fleet Infestation.
Tendrils may also be abandoned at any point, simply by moving the
supporting Hive Fleet, allowing it to whither.
Size Speed
(A) 0
(B) 1
(C) 2
(D) 3
(E)+ 4
Purple arrows indicate the Tendrils. Note that the Tendrils can draw
a direct line of Infestation hexes to the Invasion Source.
Hive Fleet 1 has been directed to attack Umi, thereby
forming a Tendril. Because Hive Fleet 1 is a (D) class, it moves three hexes in a
turn, enough to reach Umi.
Once a planet falls within the Hive Infestation and becomes Tyranid controlled, it begins to
decay. After five turns of Tyranid control within a Hive Infestation, it becomes a Dead World.
Dead Worlds provide no RP and no loses any bonuses, penalties or characteristics of its
previous type. Major Worlds become Minor Worlds for the purposes of engagements after
death.
The five turn process does not need to be continuous. If the Tyranids lose and then later regain
the planet, they continue to leech its resources from where the countdown left off. Dead
World icons are used to indicate the number of turns of Tyranid damage remaining before the
world dies. The process of planetary death is too drastic to be reversed within the context of
this campaign, so a world that is dead remains dead.
Instinctual Behavior
Although they have an alien intelligence, Tyranids depend on the Hive Mind for coordination,
guidance, and community. Without the influence of the collective consciousness, they are
forced to rely on their baser instincts. If a Tyranid fleet, other than a Vanguard Fleet, finds itself
outside the Tyranid Infestation for any reason then it becomes subject to this rule.
Once guided by Instinctual Behavior, a Tyranid fleet may not receive or carry out Orders. If
already subject to an Order, that directive is cancelled. For each fleet outside the Hive
Influence, consult the Instinctual Behavior chart and apply the results. Once a fleet is back
within the Hive Influence, it is once again controlled by the Hive Mind and Instinctual Behavior
no longer applies.
Fleet Size Instinctual Action Rationale
(A) Remain in place. Smaller fleets become confused by the absence of the Hive Mind.
(B) Move one hex per turn towards closest Hive Influence region.
Medium forces fear the exposure of separation and move to reestablish contact.
(C)+ Move one hex per turn towards the closest non-Tyranid controlled world. If both a Major and Minor world are equidistant, move towards the Major World.
Without the Hive Mind’s restraining influence, the largest fleets fall back on their primal need to consume and multiply.
The Great Devourer
The Hive Fleet consumes without malice or prejudice. It acts only in pursuit of a singular goal,
to multiply and thrive. When the Tyranids turn a planet into a Dead World, it gains X RP for a
Minor World, and Y for a Major immediately and Z and A per turn, representing the continual
processing of new organic material. Killing a planet also awards ten and twenty Victory Points,
again dependent on the class of world destroyed. Finally, if the Tyranids can kill three Major or
five Minor, or six of any combination, then they automatically win the campaign.
Vanguard Fleets
Vanguard fleets are advanced scouting forces dispatched by the hive mind to locate, identify
and infiltrate unsuspecting worlds for future consumption. Their movement rules are unique
and not governed by the Hive Infestation system detailed above. Vanguard fleets may not
exceed 500 points, and use the Vanguard Fleet list in BFG: Armada, page 90. Unlike other BFG
ships, Vanguard Fleets may not carry units except a Genestealer Nest.
Once built, a Vanguard Fleet may be placed at any Invasion Source or Tyranid controlled world,
even one outside the Hive Infestation (representing dormant stalkers or hiding stragglers), and
may receive orders according to the standard rules for formations described in the campaign
materials.
Genestealer Nest
The true purpose of Vanguard Fleets is the delivery of Genestealer Nests to target worlds.
There they lie, unsuspected by the population, slowly gaining converts and increasing in
numbers, until the day comes when the Hive Fleet nears. Then the Genestealers will emerge
from hiding, disrupting local defenses and dooming another planet to consumption and death.
Genestealer Nests may be purchased for up to 500 points, and can only be carried by Vanguard
Fleets. Once a Nest aboard a Vanguard Fleet arrives at an enemy controlled planet, it may
attempt to establish a coven. The Tyranid player must roll a 7 on 1D6, with a +1 to the roll for
every full 100 points spent on the Nest and a further +1 if there are no enemy ships in the
system. This check is made whether or not the Vanguard Fleet wins (or survives) any resulting
BFG engagement in the system. No world may support more than one coven.
If successfully established, the infiltrators wait and lurk until the Tryanid player decides to
activate them, or until they are discovered. Each turn they lay dormant, the planet’s controller
may discover the coven on a roll of a 6 on 1D6. If discovered, the Tyranid player may let the
Nest die, or he may activate it. At which time, he may immediately spend the Genestealer
Nests’ points to form a Detachment that must include at least one Genestealer Brood, but may
not include any other Tyranid units. The rest of the points are spent on a Genestealer Cult. If
the Genestealer cult defeats any local forces, or if there are no local forces, the Tyranid player
obtains control of the world.
Genestealer Cults
Genestealer Cults grow unsuspected on many worlds, working to undermine defenses and
await the coming of the Hive. Genestealer Cults are formed by spending points from a
Genestealer Nest on units from the host planet’s appropriate codex. If no codex is appropriate,
Astra Militarum is used (representing slaves or captive populations, in cases of Necron or Chaos
Daemons). These units are a permanent addition to the Tyranid player’s force roster and gain
the Genestealer Cult special rule, which makes them Allies of Convenience for the Tyranid
player. Once added to the roster, the cult may be transported aboard the Hive Fleet, as an
exception to the standard requirement that allies travel on vessels appropriate to their race (it’s
assumed that the cult has brought transport with them, and that it simply flies alongside the
Hive).
Special Unit or Upgrade Rewards Legendary Captain - Loose Cannon (LD 6)
This award is for anyone who fights a BFG battle before the start of the campaign
Upgrade to a single non-battleship capital ship.
At the start of each turn, roll the special order die. The Legendary Captain provides that special order to the ship this turn automatically. Additionally, only the bonuses apply, not the penalties. For instance, a ship that generates Lock On may still turn. A Burn Retros order allows the ship to move any amount from 0-full movement.
The ship may still be issued a Special Order as normal, but it always uses the Legendary Captain's Leadership. If the L.C. is part of a squad, the squad always uses his Leadership (it's assumed his reputation takes hold and/or he is disruptive to attempts to coordinate). Fleet re-rolls may be used on this test as normal. Any Special Order issued in this fashion still applies its negative effects, if any. Finally, you may not issue the same Special Order as the L.C. generated under his bonus effect (i.e., you can't stack All Ahead Full).
The L.C. special order stacks with any subsequent order issued in such a way as to retain the benefits of both, if possible. For instance, if the L.C. rolls Burn Retros and then orders All Ahead Full, the ship may move any amount from 0 to full speed + 4D6 cm. Note, however, that the ship is still at ½ weapon strength from All Ahead Full.
Where the benefit from the L.C. special order and the disadvantages from a standard order conflict, the L.C. ability prevails. For instance, if the L.C. rolls Come to a New Heading and then orders Lock On, the ship may still make a single turn.
The critical result "Bridge Smashed" or the racially approximate result (if any) renders the L.C. incapacitated for the remainder of the engagement.
For Tyranids, the L.C. counts as a Synapse ship for itself only, so it is never under instinctual behavior unless the L.C. is incapacitated. However, the L.C. does not count as a Synapse ship for other Tyranid vessels, and so may not attempt to override instinctual behavior.
Despite having a Leadership of 6 for most purposes, the L.C. checks against celestial phenomenon and terrain at a Leadership of 10.