Here are the rules. You need a special introduction for armies available. This is just
the first phase. Building out is for the second phase. The first phase is just a planetstriking
system :

DO NOT READ THE FOLLOWING BOOK unless you are the Campaign Master !
Campaign based on "Crusade of Fire" book

1. Introduction :

You arrive in the Corvus subsector in outer space.
The planets Corvus Majoris, Veth, Junkatta and Alfrost come on your screen.

The system is located in the Ghoul stars sector. Rumours have it that
several Necron Liche Priests controlled Corvus for centuries based upon
their legions of undead. These undead went onto Necron militias after being
blessed by the C'tan shards. Death Spectres are the Imperium's armies who
try to control the sector. The gouvernment's seat of Corvus managed several
Lizardmen armies together with the Adeptus Mechanicus (alike the Skitarii.)

It has been told that the Necrons who controlled this subsector had ghoul
giants, vampire legions and Demonic undead such as Varghulfs and TerrorGheists.
An overlord Ghoul King is rumoured to have a seat somewhere in the system,
this would be the main leader of the Necrons who lost control of the planets
by the Imperium's militia and their Lizardmen allies.

The elder jungles and forests in the Corvus subsector held many creatures
of Arcane Machines together with Jungle inhabitants.

The planets look deserted on your radar.

The main belief is that the Necrons went underground in their catacombs
while the natives and Adeptus Mechanicus are still present.

Your knowledge of :

Corvus Majoris --> the main world, the under-capital of the subsector Corvus
has many ruin-cities where there is talk about the original population in the
form of Lizardmen or other aliens who battle all the time for supremacy
or threats. The planet once held the gouvernment's seat, but now most
factions on the planet battle for supremacy or are enslaved by others.

Junkatta --> a planet which once was a forge-world of the Adeptus Mechanicus,
Skitarii are known to still survive and there are notions of life on its
surface. Nobody knows who still controls this planet.

+ A demon-world, see special rules of demon world (see 1.1)

Alfrost --> The imperium never fully controlled Alfrost. There is talk of
distress signals coming out of it and sattelites around it still exist.

+ An Arctic terrain world, see special rules in 7th ed. main rulebook.

Veth --> a moon-planet which has much mining stations. Known for its minerals
and speak of artefacts to be found on it which only rumours can tell.

1. Battle Rules (1st phase) :

1.1 Demon World
1.2 Arctic World
1.3 Overworld
1.4 The battle setup
1.4.1 ranged battle
1.4.2 mission

2.1 Map and Tiles
2.2 Occupating the hexagons / banner movement
2.3 Allies of natives
2.4 Special Tiles


1.1 : Demon world

Each unit except for vehicles rolls 3D6 against its Ld, counting the 2 highest,
if the test fails
the unit gains a demonic possession marker.

At the start of the battle roll these dice, on the following table or the
campaign master's table :

D6 result :

1. Choice of the opponent

2. Khorne: D3 wounds per retired possession marker

3. Nurgle: unit has "Feel no Pain" rule. Any possession marker retired makes
a "dangerous terrain test" for each mini +1 for each marker retired with the
others. Do this before the movement phase.

4. Slaanesh:
unit has "no fear". Before the movement phase, if you retire a marker
the unit counts as going over "dangerous terrain" +1 for each marker.

5. Tzeentch:
Ward save gets +1, 6+ if the unit has none. opponent may reroll one of the
units' dice rolls per marker retired.

6. Your choice of the above.


page 87 of "Crusade of Fire" contains the table where each combat round, the
players should roll on.

1.2 Arctic world

See 7th edition rulebook for arctic world battles

1.3. Overworld

1.4 The battle setup

There are 2 main systems for battles between the 3 factions' battles on the 4
planets. Special battles may have default terrain decided by the campaign

1.4.1 ranged battle

You start a minimum of 24" apart, you have 12" extra for your setup on a
table edge. You divide the table in 6 quarters, you roll 3 times on the
terrain generating table (2D6 in the warhammer 8th rulebook or the one
mentioned below) or you place up
to 3 pieces of terrain in each quarter, agreed on by both players or you roll
off who sets up terrain each player a piece at a time.

You can always ask the Campaign Master to set up the terrain for you.

Warhammer 40k battles use more terrain than fantasy battles. This is a system
of the game on itself.

The terrain generating table mentioned above is for WH fantasy, buildings
should become e.g. Administrorum, power plants etc instead of the usual huts
or houses. Rivers, woods etc. can easily be elevated to WH 40k terrain, e.g.
a broken pipe, jungle etc.

Here is an example/default terrain generating chart, players can easily adapt
with the terrain available :

2D6 Terrain Generating Table :
1-2 : a wood (counts as difficult terrain)
3 : a single ruined building
4 : a river (entering the table edge with e.g. a well or leaving the table edge
roll another D6: 1-3 passable 4-6 : impassable terrain
5: a (acid) lake
roll another D6: 1-3 passable 4-6 : impassable terrain
6 : a jungle (very (difficult) terrain)
7 : a single building
8 : a pipeline
9-10 : fences of any kind
11 : a wood (counts as difficult terrain)
12 : a small village (e.g. orc huts, space marine command center etc.)

1.4.2 mission

You roll off on the objectives tables to decide on a mission.
For terrain rules, see 1.4.1

2. Hexagon Overworld Rules :

2.1 Map and Tiles: page 8 of "Crusade of Fire" book contains the special tiles
rules of the planet worlds, page 6 contains the map of hexagons

2.2 Occupating the hexagons / banner movement

You start the game with 5 banners, you put them on Corvus Major, Junkatta,
Veth and Alfrost any way you like, note that the special hexagons (2.1)
are rolled for after the player's planetstrike and adapted by the Campaign
Master with enemy, alien or native banners, again by the campaign master.
See also 2.4.

Player's roll off to put the planetstrike 5 banners, one at a time, each one
per player.

Each round of a phase, players roll off which one goes first, second, third and
so on (e.g. for natives on the planets) and may place 5 banners on empty tiles.
One banner may try to start a battle if it moves onto an occupied hexagon.
More battles may ensue by gaining of tiles with the direction marker, see
further on in these rules. An occupied hexagon is a tile with a banner on it of
an opposing player or a special tile (e.g. a space-port or something else.)
Once discovered, these tiles give advantages in the game (in battles and the
overworld system.)
Note that if you move onto a tile, you do not remove the moving banner and place
it there but you put another banner on it if you win the battle.
Players may always planetstrike : you can put your 5 banners a turn on any
empty tile or planetstrike on an occupied tile or special tile.

If you move a banner onto a hexagon which already has a banner on it, you
must start a battle between the 2 armies. Special rules may apply
due to special tiles of that banner's hexagon e.g. things from the "stronghold
assault" rulebook.

The winner gains control of the hexagon and D6 of the adjacent tiles (by roll
of a D6 and a roll for each adjacent hexagon.) Note however that a tile with
a banner on it always ensues a battle. This is also true for a special tile.

Example : You win a tile, you roll a D6 which gives 3, then you roll 3 times
on a direction marker, the 3 directions (of the afjacent tiles) are yours,
so you place a banner of yours on them. The direction marker is e.g. clockwise
from the top and so on for the other 5 adjacent tiles.
If you mark a tile where another tile is on, you have a new battle.

The attacker may choose which battle ensues first for the tiles he wants
or must conquer. So you can use snaking after a battle after rolls on the
direction marker (the clockwise D6.)

The attacker of a tile wins the battle for the tile, he rolls again on the
direction marker, D6 times and he can place the markers banners again and thus
move on, on the map. A battle always ensues when the tile already has a banner
on it.

After a double move/random banner attack, the attacking player may decide
not to battle further on the direction marker's rolls. This states that
his army cannot cope with the movement distance among other things.
He must however give battle rendez-vous the first time after he wins and
rolls his direction marker D6 roll.

If the defender wins, roll a D6, then again as in the example above the attacker
loses D6 tiles, each one on the direction marker roll. Special tiles can never
be lost without a battle for them.

The above rules make for a random attack-defend algorithm where you gain and
lose banners based on who wins most battles + the random direction marker
loss and gain to control tiles.

A small victory rolls gets 1 less direction roll of the winner's choice.
A big victory rolls gets 2 less direction roll of the winner's choice.
A massacre rolls gets 3 less direction roll of the winner's choice.
Note that the defender's loss/gain or attacker's loss/gain use these 3 same
victory rules. A roll with these adaptions of -3,-2,-1 count as 0. It is clear
that you can have no adjacent tiles extra sometimes. Counts of 7,8,9 get
6 adjacent hexagons as that is the maximum for the map.

A banner controls 7 hexagons, adjacent hexagons and the center hexagon.
Note that there is a gain in the clearance of tiles by the attacker and
a loss of tiles of the attcker's adjacent tiles when the defender wins.
The direction marker is rolled on D6 times for these 2 rules. Note that
if you move a banner on a tile with a banner on it, you must battle for it.
Special tiles always generate a battle in the same manner except the first
time it is populated by natives. A special tile always ensues a battle for it.
It can not be cleared with when the defender wins.

Optional rules :
Each round of a phase if you have an banner army which has 1/3 of movement
10" or more, you move 3 hexagons else you move 2

2.3 Allies of natives

There might start to appear banners of natives trying to regroup or combat
together with one of the players. Roll on the following table to see
depending on the planets.

2.4 Special Tiles

To start, there are 4 special tiles which elevate your overworld and battles.
If you move onto a special tile for the first time, a battle might ensue
by the natives of the planets as they protect their special base or enclave.
Rules from the "stronghold assault" rulebook can be used by the protectors
of the tile. If the natives have been defeated or you just gain the special
tile, the ensuing battles are with the army who controls the tile using
the fortress rules of the "stronghold assault" rulebook (defender only.)

Note that the terrain might not be rolled for, as the campaign master gives
away the setup before the encounter with default terrain later on to conquer
that special tile.

3. Battle Rules (2nd phase)

4. Battle Rules (3rd phase)

4.1 Voidspan station becomes a planet shattering canon

TODO : Lizardmen Arcane Technology (deflection of bullets, shields), dinosaurs,
Lizardmen Skitarii (lizardmen-martians), Artifact of Veth