Warhammer 40,000 ‘Minor League’ Campaign

Rules & Information (updated 16 Dec 07)

 

This page describes a ‘homegrown’ Warhammer 40k Universe battles campaign. The rules & guidelines provided here are inspired by or follow those described in the ‘Campaign in a Flash’ rules from Games Workshop.  This campaign is intended to help new players learn the Warhammer 40k rules & game play strategies without requiring them to invest a lot of time or money, until they are ready to do so. We hope to have fun & explore this incredible game & hobby, without the strings attached in time/resources! As we become more involved & dedicated to the construction of larger armies we intend to grow the size & complexity of our battles & perhaps campaign to suit. Until then though… enjoy the battles, strategize on your army list & paint those models!

 

How the Campaign Works:

The campaign takes place on a newly discovered, very remote planet in a system on the Eastern Fringe of Imperial space. The armies of each player involved must fight to gain dominance & control of the planet. To begin, each player’s army is small & simple, an expeditionary or scouting force perhaps, without many resources yet trying to establish a foothold here. Each player will generate three random territories to be used as resources which his army controls, subverts or has assimilated to increase his army’s strength. A campaign diary maintained by each player (also on this website) will record the territories, resources, battle results & army lists each player controls throughout the course of the campaign. New players may join in at anytime simply by generating three random territories and entering the fray!

 

 

 

The Forces Involved:

Each player begins the campaign by choosing a particular race from the Warhammer 40k universe to play. All army lists created by the player must be created from this race and follow the guidelines & restrictions of the campaign. If for some reason a player wishes to use an army list from a different race, they must abandon the campaign at their current progress and start all over again, just as a new player entering the campaign would!

 

Army lists are chosen by each player from the appropriate Codex with the additional restrictions as described in the campaign rules, as well as those agreed upon by the players over the course of the campaign’s progress. Any changes to the general rules or restrictions should be available for discussion among all players before they take effect & available for review by the players at any time, avoiding the possibility of giving an advantage to any particular player(s) by surprise.

 

You can see the CURRENT CAMPAIGN in action here: 'DARK OCTOBER' DATA SHEET (Started 12/16/07)

Also you can see all of the 'Dark October' links here: Dark October Index Page

 

Army List Restrictions:

Players choose an army list of 750 points for each battle & army lists are chosen every time the army fights. The types & quantities of troops available to field in an army list are restricted or enhanced by the territories a player controls. As the army’s commander expands his territories, his army also expands, acquiring riches & archaeotech (lost or native technologies found on the planet).

 

To begin the campagin each player will have 10 Strategic Value Points (explained below) to use for initial Territory selections. Any gains or losses of territory after that will be done on the battlefield!

 

At the beginning of play, each player is restricted in his force selection as follows:

o       Army Lists cannot exceed 750 points.

o       You must have AT LEAST ONE HQ choice & AT LEAST TWO TROOPS choices, following the Standard Force Organization rules.

o       You cannot spend more than 75 points in total on wargear/biomorphs.

o       You cannot spend more that 300 points in total on vehicles.

o       You may not include unique special characters in your army list.

o       No model may have more than 3 wounds.

o       No model may have a 2+ (or better) save.

o       You may spend any remaining points according to the standard force organization chart rules from anywhere in the appropriate army’s Codex.

o       Some territories will allow exceptions or additions to these restrictions as they are acquired or if the player begins the campaign with them under his control. As players lose territories, they also lose the benefits of them on future army list selections.

o       Some territories allow you to increase the maximum wargear/biomorphs or vehicle points available to your army list. These are not bonus points; they must be factored into your overall army point allowance. All they do is allow your army to have a bigger vehicle or carry more wargear/biomorphs.

o       Even though some armies don’t make use of certain resources in the traditional way that Imperial forces may, it’s easy to imagine that they take advantage of the resources in a similarly beneficial way. Allowing them access to the same benefits for controlling it. (ex. Tyranid owned Supply Depots & so on.)

 

Choosing Characters in Your Army List:

You may choose to include any regular character from the army list as normal for the standard force organization chart but you must have at least one HQ choice leading your army. The HQ choice for your army must follow the selection choices listed above. Just because it is an HQ does not exempt it from those restrictions.

 

Wargear & Biomorphs include any psychic powers which are derived from devices or items purchased by the unit (i.e: psychic helms, force weapons, etc.). Mandatory weapon choices & psychic powers not derived from item upgrades are not included in the restricted points total for wargear/biomorphs.

 

Special Characters:

Special Characters represent very powerful & challenging complications in a campaign of this size & it may be a good idea to refrain from using them, however if all players agree that the use of Special Characters may be included in the campaign they may do so. If a player wishes to add a Special Character to his army list, then the model may only be included if the player holds sufficient territory to qualify for the attributes of the Special Character & any wargear/biomorphs that he carries with him. These rules apply to unique special characters, not necessarily models considered 'independent characters' in the WH40k rules book.

 

Allied Forces:

Players are not allowed to include allied contingents as their army lists would normally allow. Instead a player can ask another player to ally with him to help for a battle. As long as it fits with some back story or campaign based situation for their race, players may ally together. (I.e. Imperial Guard & Space Marines may always ally against an opponent which is Enemy to the Imperium. An alliance between Tyranids & Chaos is very unlikely but may happen under extenuating circumstances in which a great story should be written to accomodate!)

 

The ally can bring up to 300 points chosen freely from his list (restricted by his own territory holdings). These allies are under the direct control of the ally player. A player may solicit the help of several allies if he chooses to but the total combined points of all allies cannot exceed 600 points.

 

Allies do not put up any territories in order to fight. Allies also do not gain new territory from the battle. The idea behind having allies is to allow players with small armies the chance to still participate & partly to encourage players to conspire & politic against one another! Players who dominate the campaign may find allies hard to muster while finding that other players band together against him!

 

 

Fighting Battles:

Battles are fought between armies representing skirmishes along their borders, intrusions into rivals’ territories, harassment or raid actions & even outright invasions! The number & quality of territories held by each player indicates the size & power of his realm. The more, better territories a player controls- the bigger & better his base of power for conducting war!

 

When battle is joined, both players must stake one of their territories. Spies cannot be staked in this way. Each player nominates the territory to be staked before the game begins. Before the game starts, but after amry selections have been made, an additional territory is generated from the Territory Chart below by each player. If a duplicate roll is made by the players, reroll the last territory generated until a different territory type is generated. These randomly generated territories are part of the strategic area influenced by the battle and may also be influenced by its outcome.

 

At the beginning of a campaign game one of the players will roll a dice to determine which Standard Mission type (Scenario) will be played for the battles conducted. Each battle may consist of a different scenario for the players involved.

 

Players will battle in turn against the other players during the campaign week to determine who gains or loses territories during battle! The opposing armies may be selected at random or by the players themselves for each battle. A campaign schedule could be written but a preference towards randomly chosen opponents before the battle board is set up is common. This type of random selection discourages army list 'tweaking' to take advantage of a particular opponent's weaknesses. On the other hand, if a campaign is setup so that strategic choices are involved in selecting ones opponent (a fixed camapign map of territories or the choice of having a 'chellenge' style campaign where opponents choose each other for each battle) then prior knowledge of ones opponent (and list 'tweaking') is certainly ok!

 

Generally leagues with more participants will use random determination of opponents AFTER each player constructs an army list for the week’s battle. For smaller leagues the players should work out the details among themselves. In either case I suggest each player create an army list in secret based upon the mission type for the campaign week & then reveal it to the entire league once opponents have been determined! (this is how OUR league will operate)

 

Scenarios:

Unless otherwise specified or agreed upon by the players, all battle scenarios should be ‘Standard Missions’ or ‘40k in a Flash’ missions. See the Warhammer 40k rulebook for details on Standard Missions. Keep reading for descriptions of any special ‘40k in a Flash’ based missions.

 

CHOOSE A MISSION (a player rolls a d6 & consults the chart below):

D6       MISSION RESULT

1                Cleanse!

2                Secure & Control.

3                Seek & Destroy!

4                Recon.

5                Take & Hold.

6                Mission chosen by the rolling player!

 

DETERMINE SCENARIO SPECIAL RULES (opposite player rolls a d6 & consults the chart below):

D6     SPECIAL RULES ALLOWED

1-2    Alpha

3-5    Gamma

    6    Omega

 

Underdogs:

If a player has at least twice as much territory as his opponent, then his enemy is considered to be an ‘underdog’. These rules are set up to try and encourage players to fight opponents at a similar army size & help protect ‘underdogs’ for the spirit of play.

 

If a player is an ‘underdog’, he can raid his enemy’s territory. A raid is fought exactly like any other battle except that both armies are limited to the same maximum point value. This maximum army points value is determined by the ‘underdog’ & cannot be set below 500 points but can be set as high as the ‘underdog’s’ entire army.

 

Because an ‘underdog’ player is making a surprise raid into enemy territory, he has the advantage of choosing the time, place & size of the force he is fighting against. The ‘underdog’ player can pick not only the maximum size of the forces involved in the battle but also the territory which the enemy player must stake!

 

 

The Battlefield:

Each battle should be as unique & interesting to the participating players as possible but because they occur over known resources the territories staked can be used as a basis for working out the battlefield terrain. For example, if one player stakes a Firebase & his enemy stakes Wilderness, then the table might best be represented as a Firebase in a desolate or wooded area.

 

As a general rule of thumb, each player should be allowed to set up one terrain item that represents his territory for the ensuing battle. This will give the game a greater feeling of actually taking place in or near the contested territories.

 

 

Winning Territory:

           When players battle a number of randomly generated conquest territories are also put into play for that turn. The winner of the battle

           will choose either the opponent’s staked territory OR one of the randomly generated territories as a prize for their victory!

           (see the 'Fighting Battles' section above for details on how territories are staked & randomly generated).

 

           The loser of the battle must ‘retreat’ into their own staked territory. If the winner chose to conquer the opponent’s staked territory, the

           loser of the battle will instead retreat to one of the randomly generated territories.

 

           If the winner of a battle scores a Crushing Victory he may block one of the territories available for the loser to choose. If the winner

           of a battle scores a Victorious Slaughter! result, he (the winner) may CHOOSE the territory his opponent retreats into!

 

 

 

Territories & Resources:

To generate a territory, roll two ordinary d6’s one after the other, the first dice represents the ‘tens’ result and the second dice represents the ‘ones’ result to give you a score of between ‘11’ & ‘66’ (this will be called the ‘d66’ roll). Consult the following table for a description of the territories generated by a ‘d66’ roll.

 

 TERRITORY CHART:

D66 Roll         Territory Type [svp]           

11-12                         Firebase [2svp]

13-14                         Repair Depot [3svp]

15                   Industrial Complex [6svp]

16                   Temple [3svp]

21-32            Village [3svp]

33-34            Town [5svp]

35-45            Transit Tunnel [4svp]

46                   Supply Cache [1svp]

51                   Supply Depot [2svp]

52                   Archaeotech Hoard [3svp]

53                   Road [4svp]

54                   Bridge [see table based on total value] or [2svp to purchase]

55                   Industrial Teleporter [see table based on total value] or [4svp to purchase]

56                   Highway [see table based on total value] or [5svp to purchase]

61                   Airfield [6svp]

62-63            Wilderness [1svp]

64                   Ruins [4svp]

65                   Lost Valley [2svp + highest strategic value represented, cannot purchase]

66                   Spy! [free roll] or [1svp to purchase]

 

Territories & Strategic Value:

          Each Territory has a specific strategic value, listed in brackets beside the territory’s name. The strategic value of each territory

          illustrates the relative usefulness of their respective holdings and helps to determine the outcome of the campaign. A campaign’s

          length or victory condition may in fact be determined by the strategic values or total thereof of the players’ territories.

 

          If a territory has an ['x' svp to purchase] value, this indicates the cost of purchasing that territory at the beginning of the campaign

          as well as the cost of developing an existing territory into or by this territory type. (See the 'Territory Development' rules for details)

 

Territory Descriptions:

Firebase: [2svp]

For each Firebase you control, your army may add 15 points to the upper limit of your vehicle points OR include a single unit w/ models having more than 3 wounds OR a 2+ (or better) save. All point restrictions for wargear/biomorphs are still in effect for the army list.

 

Repair Depot: [3svp]

For each Repair Depot you control, your army may add 30 points to the upper limit of your vehicle points OR include a single unit w/ models having more than 3 wounds OR a 2+ (or better) save. All point restrictions for wargear/biomorphs are still in effect for the army list.

 

Industrial Complex: [6svp]

For each Industrial Complex you control, you army may add 60 points to the upper limit of your vehicle points OR include a single unit w/ models having more  than 3 wounds OR a 2+ (or better) save PLUS an additional 30 points to your army list total. All point restrictions for wargear/biomorphs are still in effect for the army list.

 

Temple: [3svp]

For each Temple you control, your army can add an additional 30 points to your army list total & and additional 5 points of wargear/biomorphs.

 

Village: [3svp]

If you have a village under your control, your army may add an additional 60 points to your army list total for every Village you control.

 

Town: [5svp]

If you have a Town under your control, your army may add an additional 120 points to your army list total for every Town you control.

 

Transit Tunnel: [4svp]

For each Transit Tunnel under your control, your army may include an additional 5 points of wargear/biomorphs & an additional 60 points to your army list total.

 

Supply Cache: [1svp]

For each Supply Cache under your control, your army may include an additional 5 points of wargear/biomorphs.

 

Supply Depot: [2svp]

For each Supply Depot under your control, your army may include an additional 10 points of wargear/biomorphs.

 

Archaeotech Horde: [3svp]

For each Archaeotech Horde under your control, your army may include an additional 20 points of wargear/biomorphs.

 

Road: [4svp]

If you control a Road, you are able to move troops more quickly to meet your enemy. To represent this, you may add 60 points to your army list total for each Road you control. If you stake the Road territory in a battle & win, then the value of the Road increases by a further 30 points to represent your expanding control of the Road through your territories.

 

Bridge: [see table, 2svp to purchase]

If you control a Bridge, you are able to move troops more quickly to meet your enemy. To represent this, you may add 2d6x10 points to your army list total. The value of each Bridge territory is determined when the territory is generated & is the value of that Bridge territory for the rest of the campaign. Each Bridge territory may be worth more or less than another and the value of each is determined individually.

 

Highway: [see table, 5svp to purchase]

If you control a Highway, you are able to move troops more quickly to meet your enemy. To represent this, you may add 3d6x10 points to your army list total. The value of each Highway territory is determined when the territory is generated & is the value of that Highway territory for the rest of the campaign. Each Highway territory may be worth more or less than another and the value of each is determined individually.

 

Industrial Teleporter: [see table, 4svp to purchase]

If you control an Industrial Teleporter, you are able to rapidly move troops to reach the enemy. To represent this, you may add 4d6x10 points to your army list total. The value of each Industrial Teleporter territory is determined when the territory is generated & is the value of that Industrial Teleporter territory for the rest of the campaign. Each Industrial Teleporter territory may be worth more or less than another and the value of each is determined individually. Please note there is risk involved in moving troops in this manner; each time an Industrial Teleporter is used to augment your army for a battle, roll a d6. On a roll of 6, 2d6x10 points of your army have disappeared during transport & lost from your army list total for the battle! Determine if there is an accident & which unit(s) is affected by the Teleporter accident randomly, prior to deployment when the battle begins.

 

Airfield: [6svp]

If you control an Airfield, your army is able to move more troops to reach the enemy & has the capacity to repair/spawn its larger vehicles/monstrous creatures. Add 20 points to your army list total for each Airfield under your control also add 10 points to your allowed wargear & 60 points to the upper limit of your vehicle points OR include a single unit w/ models having more than 3 wounds OR a 2+ (or better) save. All point restrictions for wargear/biomorphs are still in effect for the army list.

 

Wilderness: [1svp]

If you control a Wilderness, your army can send out searchers to find anything useful in the rolling plains, forests or mountains. Generate an extra d3x5 points to your wargear/biomorphs total. The value of each Wilderness territory is determined when the territory is generated & is the value of that Wilderness territory for the rest of the campaign. Each Wilderness territory may be worth more or less than another and the value of each is determined individually.

 

Ruins: [4svp]

If you control an area of Ruins, then before every battle, you can send out searchers to find relic items/unique gene strains among the debris. Generate an extra d6x10 points & chose wargear/biomorphs up to this value. The wargear/biomorphs are retained by your forces & their value is added to the total points of your army. However, if this territory is lost, any wargear/biomorphs points generated by the Ruins are also lost! Record what wargear/biomorphs points spent by the army are gained by the benefit of using the Ruins territory.

 

Lost Valley: [2svp + highest SVP represented, cannot purchase]

You control a ‘Lost Valley’ sheltered from the weather & filled with natural resources. Roll again twice using this table, the Lost Valley has the territory benefits & value of BOTH rolls combined. The Lost Valley is only a single territory even though it has the resources of two. If a Lost Valley is conquered by an opponent, the opponent gains all the benefits of the Lost Valley territory. A Lost Valley may not include other Lost Valleys!

 

Spy!: [1svp to purchase]

You have a well established spy network which can provide useful or critical information to your army commander at a time of your choosing. If you have a spy network you may use it to spy on your enemy’s territory & conduct acts of espionage against other forces. Spies are not ‘territory’, so if you generate a Spy!, generate another territory immediately to account for your territory gain. Consecutive Spy! roll results will be ignored but armies may have more than one Spy! available to be used when they choose. Record when a Spy! is gained by a player & whether one has been used as well as the result. If a Spy! roll results after a game is over, the winning player gets to keep the Spy! as well as choosing a territory.

 

A Spy! may be used, if you wish, at the start of a battle (before army deployment). When a Spy! is used, roll a d6 & consult the following table for the results:

 

D6 roll             Result of Espionage

1                                  Spy is caught & killed immediately!

2                                  Spy observes enemy units preparing for battle. Nominate any one of your units other than the Commander. Under advice from the Spy! you may change the weapons/wargear for this unit immediately prior to starting the battle.

3                                  Spy observes enemy Commander preparing for battle. Under advice from the Spy! you may change your Commander’s wargear immediately prior to starting the battle.

4                                  Spy steals battle plans enabling you to anticipate your enemy’s movements. You can nominate one of your units to have the benefit of the 'Scouts' special rule for this battle only. 

5                                  Spy poisons/sabotages the enemy forces. At the start of his 1st turn, the enemy rolls a d6 for each of his units (except the Commander). A unit which rolls a 1 suffers from the effects of poison/sabotage & can’t move or shoot in the first turn.

6                                  Spy poisons/sabotages the enemy Commander. At the start of each of his turns, the opposing player rolls a d6. On the roll of a 1, the Commander suffers the effects & must lose either 1 point of Toughness, 1 point of Strength or 1 Wound (the poisoned Commander’s controlling player chooses). A Commander reduced to 0 Strength or Toughness is assumed to be incapacitated and is removed from play, counting as a casualty for victory conditions.

 

 

 

Conquest of the Planet:

It is entirely up to the players to determine a limit to the number of territories an army can occupy, depending on how large you want the armies to become & how long you want the campaign to last. For this campaign each player will be able to hold up to 12 territories. If a player wins more than 12 territories he must abandon some territories (of his choosing) to return to a maximum of 12 territories unless that player is attempting an ‘Endgame Push’.

 

When a player has accumulated 12 territories he can choose to make an ‘Endgame Push’ to assert his dominance over all of the other armies on the planet! When an ‘Endgame Push’ is initiated by a player he challenges each of the other players to a single battle, each player staking a territory of their choosing. There will be no third, random territory up for grabs; this battle is for keeps! The ‘Endgame’ player may challenge the other armies in any order but must win a battle against each other opponent consecutively to be declared Conqueror of the planet. If the ‘Endgame’ player loses any battle before defeating each other player, he loses the ‘Endgame Push’ and must wait for another opportunity to try and assert his dominance!

 

When a player fails an attempt at an ‘Endgame Push’ he must immediately abandon territories under his control (of his choosing) to return to no more than 11 territories. Thus a player who stakes an ‘Endgame Push’ may indeed lose more than he started with & will have to battle his way back up the ranks to try again!

 

 

 

Running the Campaign:

You don’t need an umpire or controller to run this campaign, but if one is handy it could sure help! One of the most useful things an umpire or player can do is publish a weekly campaign newsletter summarizing battles, territories lost or gained and what the state of the world conquest is among the players.

 

Please keep in mind the campaign is not supposed to be entirely fair or balanced. The wayward political element of allies & random acquisitions of territory inevitably will favor one side or another. The initial army restrictions will probably penalize some armies more than others as well. In the end this shouldn’t matter too much as it is intended to provide fun, interest & a stage to get players more involved in the Warhammer 40k Universe!

 

 

 

Where the battles will be fought:

         Rich's House

 

Who to Contact?

If you are interested in participating in this or a similar Warhammer 40k campaign, or if you would like to discuss or ask questions about it please feel free to contact me!

 

I am playing and holding this campaign in the Bossier City/Shreveport, La. area and most games will be played in my home on custom terrain boards. There is also a local gaming store which may find some of our battles enacted there.

 

I can be reached by email by clicking the following link or if you prefer, you can send e-mail the old manual way at the following address: TheRockit@TheRockit.com