AERO WARHAMMER 40K CAMPAIGN RULES
40K PLANETARY EMPIRES HEX MAP CAMPAIGN:
These rules assume you own a copy or two of the Planetary Empires set from Games Workshop. They will be utilized here but not as the included rules suggest.
CAMPAIGN MAP SETUP:
Build a map with the hexes to your liking and assign an evenly spaced start hex to your players. As players fight battles, they gain hexes adjacent to their own. Players extend their territory by attacking a hex adjacent to a hex owned by that player already.
The campaign proceeds in rounds. In each round, the players may declare an attack on a hex adjacent to their territory, and build structures on hexes they own. Only one attack per player may be declared per round. Each player can only be attacked once per round. Suggested round length is 2 weeks as players will likely have to fight twice (an attack battle and a defense battle) per round. Successful attacks add the hex to the attackers territory.
Declarations are made in initiative order according to which player has the least amount of hexes or a roll off in the case of having the same amount of hexes.
The players must first expand through unclaimed territory. You must roll on the charts below to see if these hexes are inhabited by locals or xenos and what their disposition towards you is like.
Any player that loses all of his hexes joins the side of the army that took his last hex. He then becomes that player's subordinate and may be asked to fight an attacker in that player's stead.
The campaign is over after a preset number of rounds or when one force owns 60% of the hexes.
ATTACKING UNCLAIMED HEXES:
Hexes not yet claimed by a player may contain locals or xenos hiding out.
When an attack is declared, the ATTACKER sets the point limit for the battle. This may be anywhere from 500 to 2500 points. As well, he decides the type of battle (standard, planetstrike, cityfight, etc).
If the hex being attacked is a city, town, or outpost it will contain a local PDF. Your forces attempting to conquer such areas might find the locals greeting you as protectors, liberators, or cowering in fear. On the other hand, you could find the PDF at the walls and your only greetings are hostile fire. Roll a D6 on the chart.
1: FULL REBELLION: They hate you. Forever. They want you dead, and they'd make a deal with Horus himself to do it. The opposing player nearest this hex may play the NPC army with an allied detachment made up of units from his army, and the rest a standard NPC force (Imperial Guard). If the opposing player wins and his units are not destroyed HE may claim the hex (locals swear loyalty to their savior). If the NPC force loses, the attacking player gets the hex and the other player's units count as destroyed as they are totally cut off.
2: MAJOR UNREST: The PDF will fight to keep their homes safe from the enemy. Play an NPC game, the player must win the game to get the hex.
3: MINOR UNREST: Some of the locals think that your forces are the lesser of two evils and too strong to oppose. If the PDF cannot decisively defeat your attack, the region will likely surrender. Play an NPC game, the player must win or draw to get the hex.
4: UNDERGROUND RESISTANCE: A small resistance movement sabotages your supplies and ties down your soldiery. The hex generates no income this round and next round one of your army's troop choices (randomly selected) is unavailable as it hunts down the rebels. The attacking player takes the hex.
5-6: NO OPPOSITION: The locals greet you with open arms, or are too terrified to offer resistance. Either way you claim the hex.
ZONES OF RISK:
The planet has suffered several xenos invasions in the past millennia. It's greenskin population has always been a nuisance to the local planetary governor and last century's attack from a splinter of hivefleet bohemoth was not purged quite as fully as one might of hoped... The past decade of unrest has curtailed the PDF's ability to routinely hunt down these threats and in the more inhospitable regions there are areas that have been wholly overrun with xenos.
If the hex being attacked is a jungle, forest, mountain, or swamp it may contain xenos. When capturing these hexes, roll a D6 and consult the chart below.
1-2: THEY'RE HERE!: Play a game against Tyranids or Orks (chosen randomly based on availability of forces).
3+: CLEAN: There is no sign of xenos activity and you take the hex as normal.
ATTACKING CLAIMED HEXES:
Hexes that are claimed contain enemy player units and a battle will ensue.
When an attack is declared, the DEFENDER sets the point limit for the battle. This may be anywhere from 500 to 2500 points. As well, he decides the type of battle (standard, planetstrike, cityfight, etc) and may choose to use a suitable Mission Special Rule and/or Warzone Trait (pg 366-369 of 6th Ed Book).
A declared attack may be withdrawn at any time before the battle takes place. Be sure to let your opponent know ahead of time if you are withdrawing your attack.
UTTER DESTRUCTION / COMPLETE VICTORY:
If your force is completely wiped from the table in a battle, in addition to losing the hex you were fighting over, you lose a hex of your choosing adjacent to the hex the battle just took place on.
At the beginning of the campaign, each player will receive two ceasefire agreements. If you feel you are being defeated handily, you may use a ceasefire agreement to stop the fighting and quit the field. You cede the hex to your enemy, but lose no further units and are not counted as being table wiped. Units are eligible for an advance provided a battle took place, they didn't flee, and weren't killed.
Each player selects 3500 points out of their codex to represent their force pool on the planet. Rulebook legal armies for battles are selected from this 3500 point pool. The largest battle will be 2500 points and as such you must be able to make a valid 2500 point army using your 3500 point pool. The selections for the 3500 point pool remain static throughout the campaign.
Forge World units are allowed, though super heavy vehicles may only be played as terrain. If you are playing a Forge World unit, you must have the model and you must bring the rules for it to the battle.
In addition, there is an economic system that will allow you to make additions to your pool for a round as described in the Global Economic Points section below.
STRUCTURE CONSTRUCTION AND USAGE:
At the beginning of the round, a player may allocate at least 300 points of units in his force pool to construct a structure on a hex that is part of his territory. It takes the round to build the structure and construction is complete at the end of the round. More than one structure may be built in a round provided you have enough forces in your pool to allocate. Two of the same type of structure may not be built adjacent to each other.
Forces allocated to construction may not be chosen for battles that round with the exception of a defense of a hex they have been assigned to.
If the hex a with a structure is lost, the fleeing defenders raze the structure such that their enemy may not use it.
Structures have special effects in the battles that are fought on or near the hex they are constructed on.
ONLY DEFENDERS may take advantage of these effects and only from one built structure at a time. The types of structures and their effects are as follows where the first effect occurs on hexes adjacent to the structure and the second occurs on the hex the structure is on:
-A power conduit is strung to a single 6”x 6” terrain piece allowing rapid weapon cartridge recharging. Missed shooting attacks by a single unit occupying the terrain piece may be rerolled.
-A power conduit is strung to D3 6”x 6” terrain pieces allowing rapid weapon cartridge recharging. Missed shooting attacks by a single unit occupying one of the terrain pieces may be rerolled.
-A single 6”x 6” terrain piece becomes impassible and cannot be fired through. Chosen at the end of the deployment phase.
-D3 6”x 6” terrain pieces become impassible and cannot be fired through. Chosen at the end of the deployment phase.
*Shields around terrain pieces are armor 12 and can be destroyed on any penetrating hit. They may also be placed around friendly units in your deployment zone which are in the terrain piece.
-A single destroyed non-structure unit may be immediately replaced and put into reserve.
-D3 destroyed non-structure units may be immediately replaced and put into reserve. Rolled during deployment.
-May place one dilapidated bastion anywhere on the table during deployment.
-May place D3 dilapidated bastions anywhere on the table during deployment.
For each battle you fight (win or lose), one unit which survived the battle may take a unit advancement from the chart below. Choose an advancement category and roll a D6 for which advancement the unit receives from that category. A unit may only ever receive two advancements.
2. Move through cover or skilled rider
1. Feel No Pain
2. Furious Charge
3. Counter Attack
4. Hit and Run
6. Preferred Enemy
1. Night Vision
3. Split Fire
4. Tank Hunters
6. Monster Hunter
1. +1 BS
2. Skyfire (one non-blast and non-template weapon on vehicle)
3. Can re-roll dangerous terrain test
4. Ignore Shaken results
5. It Will Not Die
6. +1 AV on all facings (max 14)
Hero Only Advances (see descriptions in Heroes section)
1. People's Hero
2. Iron Diplomat
3. Warrior King
4. Trusted Ally (requires Iron Diplomat)
5. Revered Hero (may be taken as a 3rd advance)
6. Tactical Genius
Units may not have duplicate advancements. If a duplicate is rolled, the player may freely choose from within the category which advance is applied.
These advancements are linked to the unit leader (if one does not exist, nominate a model in the unit). If the unit leader is killed on the battlefield, all unit advances are lost and do not apply to the replacement unit.
Units which are wholly killed on the battlefield are counted as destroyed. Units which flee off the table are not counted as destroyed for campaign purposes, however they are not eligible to receive an advance as cowardice should never be rewarded.
Replacements arrive for the destroyed unit at the end of the following campaign round.
Heroes are treated differently in regards to destruction. See the Heroes section.
If a unit has suffered 50% or more casualties, at the beginning of your game turn, you may take a leadership check to make a strategic withdraw. If successful, the unit immediately flees towards your table edge and will continue to flee in subsequent turns until it is destroyed or reaches the table edge. If the unit reaches the table edge, it is removed from the battle but not destroyed. The unit makes it's way back behind your lines.
A unit which has strategically withdrawn may not be used the following campaign round and may not receive unit advancements.
Special characters and independent characters are heroic individuals, paragons of their race and are not treated like normal warriors. This includes any single model that is taken on it's own and cannot join squads, such as assassins, mawlocs and lone wolves. Non HQ monstrous creatures are never counted as heroes, such as carnifexes and dreadknights (though specific named monstrous creatures may be).
Warlord traits are rolled for at the beginning of the campaign and remain static to that hero from game to game. You may re-roll on the warlord table once if you wish. You may only have one warlord in your force pool at a time. If that warlord dies, he is replaced as other units and a new warlord trait is rolled for.
HERO ONLY ADVANCES
Heroes may choose from a special set of advancements as they are a cut above the common warriors and have more sway over matters. The Hero Only Advances are as follows:
1. PEOPLE'S HERO: This character is becoming a force to be reckoned with on a planetary scale. Whether due to fear or admiration, PDF troops will flock to his banner whenever he marches to war. You may decrease the GP cost of any one unit of PDF by 10% if this character is taking part in a battle. This ability can stack multiple times on the same PDF unit as well as on multiple units if more than one hero with this advance is taking part in the battle.
2. IRON DIPLOMAT: The character's exploits have made it easier for him to call in old debts and attract others to his cause. Select a codex; whenever this character participates in a battle you may purchase allies from this codex with at a 10% GP discount.
3. WARRIOR KING: This character is not only a skillful soldier, but also exceptionally gifted with getting the most out of a region under his domain. As long as this character is active (able to be chosen to participate in a battle), you may roll an additional 1d6x5 GP.
4. TRUSTED ALLY: (Prerequisite - Iron Diplomat) This character has earned the respect of his friends, and they are willing to do his bidding and lend him aid without question. You may choose one unit from another player's pool to fight with you this battle. Pay the owning player half the points cost of the unit in GP. That player's army must be able to ally with yours.
5. REVERED HERO: (Prerequisite – must have two advances, can only be taken once) This character is the sort of being who will be remembered centuries hence by his enemies as well as his allies. He is followed into battle by his own personal banner bearer who will protect the Revered Hero with his life. Your character will be accompanied in all his battles by a suitable model for your army. This model will have all the stats, wargear, and special rules of Jarren Kell from the Imperial Guard codex, and will treat the Revered Hero as Creed. This banner bearer will roll on the hero destruction chart if slain in game and if he then ends up dead, he is not replaced as normal and will be permanently lost. In addition, the points cost of the Revered Hero is increased 10%.
6. TACTICAL GENIUS: This character is a specialist, and has mastered the use of specific tactics to confound and destroy his foe. This character may pick one of the following strategic assets, or one from his codex-specific list in the various Apocalypse books. He does not have to use the asset, but if he does so, his points cost will be increased 20% for that battle.
Ambush, Camouflage, Recon, Orbital Bombardment, Blind Barrage, Scheduled Bombardment. NOTE: Any strategic asset that refers to the “Apocalypse Template” will instead use the Large Blast Template. All other stats remain the same.
Heroes are expected to fight regardless of injury and replacements are few and far between. To represent this, every game where one of your heroes is slain (as opposed to running off the board) you must roll on the chart below to find out what happens to him.
1. CAPTURED: Your hero has been captured by the enemy. You may immediately attempt a rescue mission to liberate your captured hero (kill team from battle missions book with captive hero as an objective). If no rescue mission is attempted or the mission fails, the enemy causes the hero to give up secrets about your structures in the area. In the next battle by that enemy against your forces, you may not use your built structures. The hero is then treated as dead.
2. DEAD: The character has valiantly given his life for the cause. All advancements are lost and a replacement will arrive at the end of the next round as normal.
3. WOUNDED: Your character is grievously wounded but manages to escape back to your lines. Of the 8 attributes (WS, BS, S, T, W, I, A, LD), you and your opponent both pick one attribute to protect and then roll a d6 to determine, from left to right, which attribute to reduce by one permanently. If an attribute reaches 0, the character dies from his injuries.
4. WOUNDED: as above.
5. ESCAPE: Your character manages to hide out until the fighting passes and sneaks back to his lines. He is alive but ineligible for an advance this round.
6. HEROIC ESCAPE: Your character fights through the odds and manages to arrive back at base unscathed and carrying trophies from the enemies he had to fight through to get back. He is alive and eligible for an advance this round.
- Continued Below