Transcript
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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

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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

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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.

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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

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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.

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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.

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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.

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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.

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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.

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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

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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!

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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.

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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.

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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.

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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.

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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,

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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

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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

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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

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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

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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.

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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.

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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

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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.

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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,

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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.

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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

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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.

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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.

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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.

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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.

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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

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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.

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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.

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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.

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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.

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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.

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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

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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.

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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

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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

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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).

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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

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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.

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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.

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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.

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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.

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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

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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).

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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.


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