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 Post subject: 40k campaign rules
PostPosted: Tue Aug 07, 2012 7:08 pm 
Craftsman
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i have recently made some rules for a 40k campaign and with a little help from my friend (whitey, previously karvag) have come up with these rules. they arent layed out in the best way but criticisem is welcome and any comments on it are welcome
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Warhammer 40k Campaign
Start off the campaign by choosing a tile on the outside (the tile has an edge on the outside of the map). Players cannot choose a tile next to an opponents tile. Then take it in turns until all players have chosen a tile, rolling for the order, with the highest role choosing first. Then in the order continue picking tiles neighbouring tiles that are already owned until you have 4 tiles. Then you may split up 1500 points into as many armies as you wish, with army sizes having a minimum size of 500 points and a maximum of 1000 points. Once decided these armies are placed in the first tile picked, which becomes your capitol.

You then begin with the campaign seasons.
5 turns per season:
Priority
Turn 1. territory management
Turn 2. move
Turn 3. announce challenges
Turn 4. fight
Turn 5. consolidation

Priority

Roll to see who goes first. E.g. player 1 has his territory management turn, player2 has his Territory management turn and so on.

Territory Management

For each tile you possess you earn D3 tokens, with your capitol earning D3+1. these tokens can be spent on reinforcing armies or on objects for tiles.
For every 1 token you may have 50 points of models. These may be added to an army on your capitols tile or you may start a new army, as long as it reaches 500 points. You may only ever have 5 armies on the board.
Alternatively you may spend your points on buildings or objects for one of your tiles

Rough made defence - 10tokens
An army defending this tile will start with an aegis defence line along with any other fortification the army has.

Rocket battery – 20tokens
An army in the tile issuing a challenge adds +1 to their dice roll.

Force field defence – 20 tokens
An opposing army issuing a challenge at this tile has -1 to its roll

Artillery Bombardment – 10 tokens
1 use only. This can be used at any time once bought and allows for an army to add +1 to its challenge dice roll.

Teleportation – 25 tokens
An army (or named hero) in your capitol can immediately move to a tile owned by you, but can do nothing else that turn but defend.

Move

Armies may move on the board during the move turn. An army may move into an adjacent tile as long as it has no occupants or is owned by you. It can only move one tile per turn unless a special rule changes that.

Announce Challenges

In this turn armies may challenge for a tile. If an army is on an empty tile they may challenge for it. They can do nothing else that turn and as soon as the season ends the tile belongs to the player who challenged it. If 2 armies both challenge on an empty tile then they fight, with the winner gaining the tile and the loser retreating, if the loser cannot retreat then they’re army is destroyed. If you are adjacent to a tile already owned, and in a tile you own, your army may challenge the opponents tile. They roll a D6, on a 5+ they breach the defences and fight against any army on the tile, or if there is no army on the tile then the defenders quickly gather together a defence. This is a 500 point army, but unlike normal armies they have no HQ slots and cannot take a HQ choice. When destroyed this army does not count towards rules (e.g. dark eldar special rule) and once the battle is over it ceases to exist. If the attacker wins they conquer the tile, if the defender wins then the attacker is put back into the tile it was in previously. If an army is attacked then it cannot challenge that turn. If 2 or more armies attack 1 tile the defenders still only get the one 500 point army, or the army that is in the tile to defend. You do not get the 500 point army in addition to your army in a defending tile, only if you do not have an army in the defending tile.

Fight

Any battles that are to take place happen now, they are chosen randomly following the rules in the 40k rulebook and are not fought in any order. If an army at the end of the battle has 100 points or less remaining then it is destroyed. If a named hero was in the army, roll on the table with 5-6 counting as a roll of 3-4. If a named hero is dead at the end of a battle roll a D6.
Table
5-6 the hero escaped or recovered from the battle, he returns to play.
3-4 the hero is injured, he goes back to your capitol and cannot take part next turn, but after that can join any army in your capitol, or can move to an army if a special rule allows it (e.g. teleportation)
1-2 the hero is dead, he cannot be used again in the campaign.

*a note on named heroes. They are added to an army as part of the points cost but cannot leave unless transferring to another army in the same tile as the one they are in ( do this in the move turn) or if they die. They must always be used in an army if they are with it.


Consolidation

After armies have fought, all armies may make a normal move as if in the movement phase but only through there own tiles (from one tile you own to another, or from a tile that is owned by no one into a tile you own). If they cannot do this they cannot make a consolidation move.

Race special rules

Blood angels

Start with teleportation (see Territory management) and thundhawk gunship (see space marines below)

Chaos daemons

Daemonic incursion – daemons may spend 15 tokens and warp an army in your capitol to any tile on the board, apart from capitols. If they land on an enemy tile then they challenge for it. If they win then they own it, if they lose then the army is sucked into the warp and reappears in your capitol, unless it was destroyed. This ability is used in the move turn and can only be used once per season.

Chaos space marines

Shrine to chaos – for 10 tokens you may place a chaos shrine in one of your territories. Friendly armies on this territory may pray to the shrine beore making a challenge from it
5-6 the army is joined by a chaos spawn
3-4 the army can elect 1 unit. This unit can re-roll failed to hits in combat. This id not cumulative with other bonuses
1-2 the army has a bad sign, the challenge immediately ceases and the army cannot challenge again this season

This cannot be used by other armies unless they are daemons of chaos or chaos space marines.

Dark Eldar

Any army completely destroyed by friendly Dark Eldar gains 1 point. Every point goes into an arena, a building in the Dark Eldar capitol.
1 point = friendly Dark Eldar may move twice (2 tiles)
2 points = friendly Dark Eldar can consolidate twice
3+ points = friendly Dark Eldar can have a unit of 3 reavers for free. Any upgrades or extra reavers can be bought using points from your army list

Eldar

When defending they may activate spirite stones. Any defending army, including the 500 point army that is raised if there is no army to defend may have 5 wraithguard for free, but they cannot be upgraded.

Grey Knights

Equipped with the best technology grey knights add +2 to their roles to challenging an opponent.



Imperial Guard

The imperial guard have many transport vehicles and support, but not always in the right place. When an army moves roll a D6 on a 5+ they may move twice that turn. When a defence is being formed roll a D6 on a 6 you get an additional 100 points to the 500 point army.

Necrons

As the tomb worlds awaken, Necrons flow from their capitol. Capitols tokens can only be spent on armies, record the tokens seperatly. However the capitol produces D6 tokens per turn. In addition Necrons may have 6 armies on the board

Orks

Orks may call a waaagh! Once per turn. This costs 10 tokens. Instead of consolidating ork armies may move into an un conquered tile and immediately conquer it or make a challenge to a neighbouring opponents tile, and continue with that army from the Announce Challenges turn. They cannot however consolidate again or do this process again.
In addition they get one token for each wrecked vehicle after a battle.

Sisters of Battle

Sister of battle may buy 1 chapel of the emperor per campaign for 10 tokens. When defending a tile with the chapel on it add a building which is deployed as if a fortification. This building counts as a large building and all friendly models within it or have a model from the unit within 3” of it have the feel no pain special rule and soul blaze special rules (soul blaze is only in effect during close combat). If conquered this has no effect on other armies unless they are sisters of battle, in which case they use it normally.

Space Marines

Space marines start the game with a force field defence and rocket battery on their capitol and a thunderhawk gunship which allows them to deep strike one troops choice per battle (including dedicated transport). This does not scatter but otherwise is treated as if it had deep striked.

Black Templars

A black templar army may instead of issuing a normal challenge begin to put up a fortress home. When conquering an unclaimed tile they take two turns to capture but it has a rough made defence on it when it is captured. If attacking an enemy and the Black templars win they may stay on the tile for 1 more turn as if they were capturing an unclaimed territory and build a rough made defence on it. If attacked whilst building and the black templars fail to defend then they must retreat and the rough made defence is not made. If a tile already has a rough made defence on it then they cannot build another one. A tile which is already owned can have a rough made defence built on it if an army stays on it for a turn as if it were capturing an unclaimed tile. Their capitol also starts with a force field defence

Dark angels

Dark angels may capture any hero that they have killed in a battle. This counts as D3 tokens. If they capture a named hero then they gain D6 tokens and the hero then rolls on the chart, counting a 5-6 roll as a 3-4 roll. They also have a thunderhawk gunship

Tau Empire

The tau favour diplomacy over warfare and will try to convert tiles to the greater good than fight for it. Once per turn the tau may roll a D6, on a 4+ an enemy tile that is targeted decide to convert to the greater good. If there is no army on the tile then it immediately becomes a Tau “province”. This tile will give its tokens to the tau, but is still techniquely owned by the player who controls it. The player who controls it however only needs to move an army into it to cease the effects. This effect is started in consolidation turn.

Tyranids

When a tyranid army defeats an enemy army they instantly add 50 points to that armies points value. This may not take them over 1000 points though. In addition they may have 6 armies.
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thanks,
Hobbitsrule

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 Post subject: Re: 40k campaign rules
PostPosted: Sat Aug 11, 2012 2:18 pm 
Wayfarer
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Joined: Tue Aug 07, 2012 7:06 pm
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maybe if there was a way to withdraw an army from a fight as you would not want a 500 point army going against a 1000 point one if only a neutral tile was available. for example:if i had a 500 point army going to capture a neutral tile, an enemy then moved a 1000 point army into the same tile to contest for it, i think i should have the option to withdraw my army from the battle to avoid a defeat i dont want to have.
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 Post subject: Re: 40k campaign rules
PostPosted: Sat Aug 11, 2012 3:18 pm 
Craftsman
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point taken, you can retreat if you are on an uncontrolled tile, but not from your own tile!
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