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Warhammer 40k Map Campaign Rules V2.

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This is a Warhammer 40k territory type map campaign, intended to be played over the course of a weekend or a week. The Warhammer 40k rulebook is required to play this. Where there is a direct contradiction between the Daemonic Assault section of Codex: Chaos Daemons and the rules written here, the rules here take precedence. If a unit is described to Move like X unit type, it follows the rules for that unit type for the purposes of Campaign Reserve and moving through Territories. Also, no battle in this entire map campaign is restricted by the Force Organization Chart. New to version 2.4: Updated all rules to 6th edition. edits Edited Rest and Repair Clarified wording of several rules New to version 2.3: edits Simplified Territory types an extended prologue Changed what units can make 2 build points under II.1.4.1. added: II.1.4.2, Rest and repair II.1.5.3, Orbital Assault II.1.6.1, Sell Units the build point values of reinforcements to II.3.1.1. two twin-linked heavy bolters, two twin-linked assault cannons, and two twin-linked missile launchers to the list of weapons available to turrets. II.3.5.1, Surrender! I.2 Floaters and Earthbound changed: All references to light bunker to Pillbox All references to Heavy Bunker to Bunker removed: Non-contact territory Table of Contents Part I The Map, Territories, and how units interact with it I.1 preface I.1 Unit Movement I.2 Floaters and Earthbound I.3 Navigable territories I.4 Difficult territories

I.5 Dangerous territory I.5.1 Cursed territory I.5.2 Dangerous territory and vehicles I.5.3 Dangerous territory modifiers I.6 impassable territories I.7 Productive territories I.8 Territories, psychic powers, and special rules. Part II Gameplay II.1 the Turn II.1.1 Create Units II.1.2 Embark Transports II.1.3 Campaign reserve II.1.4 Move Units II.1.4.1 Reinforce II.1.4.2 Rest and Repair II.1.4.2.1 Cut Off! II.1.5 Assault II.1.5.1 Drop Assault II.1.5.1.1 Drop Assault battles II.1.5.2 Multi-assaults II.1.5.2.1 3-4 player battles II.1.5.3 Orbital Assault II.1.5.3.1 Nominating units for Orbital Assault II.1.5.3.2 Orbital Assault Battle II.1.5.3.3 Orbital Assault Results II.1.6 Post-Assault II.1.6.1 Sell Units II.2 Win conditions and Claiming Territories II.3 Battles II.3.1 Terrain II.3.2 Deployment II.3.2.1 Reinforcements II.3.2.1.1 Razor wire II.3.2.1.2 Trench II.3.2.1.3 Pillbox II.3.2.1.4 Bunker II.3.2.1.5 Turret II.3.3 Battle Reserve II.3.4 Special Rules II.3.5 Victory Conditions and effects II.3.5.1 Surrender!

>Part I: The Map, Territories, and how units interact with it


I.1 >Preface. Territories are classified as navigable, difficult, non-contact, or impassable. Any of these can also be Dangerous and/or Productive. Territories can be adjacent to up to four territories, each designated as being the north, south, east or west borders. There cannot be two borders on one cardinal direction. (eg, a territory cannot have two north borders). All territories (except impassable) must state the level of dangerous territory it is, from - to VI. All effects of every territory affect floaters and earthbound equally, unless stated otherwise on the territory. I.1 >Unit Movement. Jump infantry, Jet pack infantry, bikes, jetbikes, beasts, cavalry, Fast vehicles, units with a special rule or wargear giving them an enhanced run! movement or increasing their distance traveled in the movement phase, and units with the scout or infiltrate special rules may move 2 territories per player turn, but can also choose to move 1. If a unit could move 36 total in one turn of warhammer 40k (movement, shooting, and assault phase) without rolling dice, it can move up to 3 territories! Fliers and Flying Monstrous Creatures can move 5 territories. All other units may move 1 territory per turn. Immobilized vehicles cannot move. Units count as having moved into every territory they go through: for example, If a unit moves 2 territories, move it into the first territory, resolve the effects of that territory on the unit, then move it to the second territory, and resolve the effects of the second territory on that unit. A unit may not move into a territory that has enemy units in it: they can Assault it, though, as described in II.1.5. I.2 >Floaters and Earthbound. Units are either Floaters or Earthbound. All of the following units are floaters: Flying monstrous creatures, Fliers, skimmers, Jump units described as having wings, Jet pack units and jetbikes. All other units are Earthbound. Floaters are abbreviated F, Earthbound are abbreviated Eb. Each territory must specify what type of territory Floaters and Earthbound treat it as. I.3 >Navigable territories (plains, deserts, villages, etc.)can be moved through with no impediment to travel speed. I.4 >Difficult territories (swamps, jungles, jagged rocks, etc.) slows all units able to move two territories to one, EXCEPT units with the scouts, infiltrate, or move through cover, universal special rules. In addition, any Earthbound units choosing to move two territories, vehicles (except fliers), or artillery entering a difficult terrain territory (even from a difficult terrain territory) treat the territory as being DgI. I.5 >Dangerous territory (lava flows, minefields, carnivorous plant jungles, sea monsters, etc.) Any type of territory can also be classified as dangerous (of course, dangerous impassable terrain is pointless). Any unit moving through a Dangerous territory must take a dangerous terrain test, as described in the BRB. Any wargear, special rules, or effects of psychic powers can cause re-rolls of or ignore dangerous terrain tests, if they could do so in normal games of Warhammer 40k. Dangerous territory varies in how lethal it is: this is represented by the letters Dg and a roman numeral from I through VI, or a - if it is safe. The dangerous terrain test of a territory classed DgI is failed on a D6 roll of a 1, a DgII 2- (2 or less), DgIII 3-, DgIV 4-, DgV 5-, a DgVI fails automatically.

I.5.1 >Cursed Territory. Dangerous territory can also be Cursed: this is noted by a C before the Dg and roman numeral. (for example, CDgIII) Cursed territory forces rerolls of successful invulnerable saves against wounds caused by dangerous terrain tests. I.5.2 >Dangerous Territory and Vehicles. If a vehicle fails a dangerous Terrain test as a result of moving into Dangerous Territory, and does not save it, it cannot move for the rest of the game. If the unit is a transport, any embarked units may disembark from the immobilized transport if they wish, but they cannot move any more that player's turn: they may however still attack an enemy territory if they would normally be allowed to. If they disembark from the transport, they count as having moved into the territory. (so if a rhino was immobilized in a difficult territory, disembarking marines wouldnt have to take a test: if it was immobilized in a DgIII territory, the marine squad would have to take a dangerous terrain test, and would fail on a 3- as normal) I.5.3 >Dangerous Territory modifiers. Walkers and units with scouts, Infiltrate, Move Through Cover, and Skilled Rider, Universal special rules modify dangerous terrain by -1: these bonuses stack. For example, a Walker with the Scout USR would treat DgII as being safe. A unit with scouts and move through cover moving into DgVI would fail it on a 4-. I.6 >Impassable Territories (very high mountains, etc.) cannot be travelled through under any circumstance, by any unit. However, some impassable territories can still be traveled through by fliers and flying monstrous creatures, and this will be noted separately- however, the default is that the terrain is impassable to every unit. I.7 >Productive Territories produce a certain amount of points of a certain type of Force: HQ, Elites, Troops, Fast Attack, and/or Heavy Support. How many points they can produce per turn and of what Force will be stated on the Territory, with the points produced, abbreviation of the unit type(s), and p. For example, a Productive Territory could make 300 pts of troops, written as 300Tp. It could make 200 pts of Elites and 200 pts of Fast Attack, written as 200Ep & 200FAp. It could make 500 pts that can be split as the player pleases between HQ and Heavy Support, written as 500HQ/HSp. Some generate points that can be used for any Force type, this is noted as an A for any. For example, a productive territory could produce 300Ap. Dedicated transports count as troops, or they can be built at the same time as the unit occupying them, and use that units Force Type: for example, if a space marine player built terminators and a land raider, they could choose to have the land raider need Ep INSTEAD of HSp: in this case, HSp could not be spent on that land raider. Unspent points can be saved for later. I.8 >Territories, Psychic Powers, and special rules. Psychic Powers and special rules may be used when movement is declared, regardless of the phase that they would normally be used in. Psykers and units using special rules must start on and move to the same territory or territories as the units they are using psychic powers on. All friendly units in the territory count as being within range and line of sight of the psyker or units using special rules.

> Part II: Gameplay


II.1 >The Turn. The Campaign is divided into Campaign turns. Each player has one player turn per Campaign turn to create units, place units in Campaign Reserve, move units,

and declare attacks. The order of player turns is determined by rolling off at the beginning of the campaign. II.1.1 >Create units. At the beginning of a players turn, their productive territories generate the points described on the territory. The player may then spend these points on units for their army. One may mix points to generate units, if each could be used to create that unit. For example, one could spend 100FA/HSp, 50Ap, and 100 T/HSp to build a land raider. When a unit is made, it can be placed in Campaign Reserve or placed in a productive territory: however, it must be placed in a productive territory that can produce the force type that it is. For example, a created predator can be placed on a productive territory that produces 200T/HSp, one that produces 100Ap, or one that produces 120HQp and 200HSp. However, it could not be placed on one that only produces 200Ep. (for details on Force Points, see I.6) After being placed, the unit can move normally that player turn. II.1.2 >Embark Transports. After creating units and before movement and Drop Assaults, any unit can embark on a transport that they share a territory with, following the normal restrictions for embarking on vehicles and transport capacity. They can also embark on a transport that can Deep Strike that is in Campaign Reserve: the embarking unit then enters Campaign reserve, but cannot disembark from their transport while it is in Campaign Reserve. II.1.3 >Campaign Reserve. Any unit can enter Campaign reserve at any time during their player turn, except during a battle. If they did not enter Campaign reserve during that player's turn, any unit may leave campaign reserve and enter a territory 3 spaces away from an enemy territory, or enter a Productive territory regardless of distance from the enemy. II.1.4 >Move units. Players may move any of units, use special rules and wargear according to the rules described in Part I. II.1.4.1 >Reinforce. Instead of Moving, a unit may Reinforce the territory it is on. Each unit that is Reinforcing adds 1 Build Point to be spent on that territory: Units with a majority strength (after applying bonuses, special abilities, wargear and psychic powers, but not abilities that only activate on the first turn of an assault, or that only activate against a certain type of opponent) of 5 or more may add 2 Build Points. All of these must be spent or wasted on the player turn they are generated: they are not carried over between turns. They can build Razor Wire for 1 Build Point, a Trench for 2 Build Points, a Pillbox for 3 Build Points, or a Bunker for 5 Build Points. A Turret may be built for 2 Build Points, armed with a Twin-linked Lascannon, two Twin-linked Heavy Bolters, two Twin-linked assault cannons, Twin-linked Autocannon, twin-linked missile launcher, Twin-linked Multi-Melta or Twin-linked Plasma Cannon, declared at the time of building. The exact rules for these are specified in II.3.1.1, Reinforcements. These Reinforcements are automatically destroyed if the territory is no longer in the possession of the player who built them. II.1.4.2 >Rest and Repair. Instead of moving, a unit can Rest and Repair. Roll a d6 for each model damaged or removed as a casualty in each unit. For any non-vehicle, non-monstrous creature, the model recovers a wound on a 4+.

Monstrous Creatures recover the amount of wounds rolled. Vehicles recover a number of hull points equal to the number rolled. If the number rolled would take the number of hull points above the total listed in the vehicles profile, then the excess hull points instead repair one weapon destroyed or immobilized result each. Models with the Feel No Pain special rule add +1 to Rest and Repair rolls, and models with the It Will Not Die special rule add +2. II.1.4.2.1 >Cut off! If a unit cannot trace an uninterrupted path from itself through friendly territories to a friendly Productive territory, it is Cut Off. Cut Off units subtract 2 from every d6 roll made for Rest and Repair. II.1.5 >Assault. After Movement, each unit that did not reinforce or is not immobilized may assault an enemy territory. In each campaign turn, the player can assault two enemy territories, but from as many of their territories as they wish. For example, two enemy territories could be assaulted from 3 of your territories, with one of the enemy territories being double-teamed. II.1.5.1 >Drop Assault. Instead of assaulting an enemy territory with units in an adjacent territory, any units in Campaign reserve can make a Drop Assault. This counts towards the number of enemy territories a player can assault per turn. Only Floaters, units with the Deep Strike special rule or units embarked on floaters or units with the Deep Strike special rule can make a Drop Assault. Units could not have entered Campaign reserve in the same player turn (unless that unit was created that turn). A Drop Assault is made by declaring a Drop Assault against any territory with enemy units in it. (Note the player can also make a Drop Assault into a territory that is not occupied by enemy units, and this does not count against the number of enemy territories that a player can assault.) If there are enemy units in the target territory, the battle proceeds as follows: II.1.5.1.1 >Drop Assault Battle. The defender chooses cardinal directions and deploys as described in II.3.1, and is not allowed any reserves. The attacker deploys nothing, instead the attackers entire Drop Assault Force is in reserve. Every unit in the attackers army gains the Deep Strike special rule if it did not already have it, and every unit must arrive via Deep Strike or some other method of entering the battlefield besides deploying in their deployment zone or entering from the table edge. The battle is then played as described in II.3, with the aforementioned exceptions. II.1.5.2 >Multi-assaults. If a third (or even fourth!) player has units in a territory adjacent to a territory that a player is attacking, either the attacker or the defender can ask the third player to assist them in the battle. The third player can make demands, requiring Force points for their services, control of the territory if they are victorious, or any variety of requests: the only limit is what your would-be ally will agree to. Alternatively, when a player declares an assault against another, players with units in a territory adjacent to the defenders territory can declare that they are joining the battle uninvited! They will play as a non aligned third player. No matter how a third or fourth player joins a battle, this counts

towards the third players allotment of attacked territories on their next player turn. For example, if player C joined a battle started by Player A against Player B, Player C would only get to attack 1 enemy territory on his next turn. II.1.5.2.1 >3-4 player battles. These follow the normal rules for battles, as described in II.3, with the following exceptions. The player who started the battle or have officially joined them are the attackers, the original player being assaulted and those who have officially joined them are the defenders, and any others who have joined the battle are called combatants. The combatants deploy after the attackers, in the same manner as the attackers. Each side shares a turn, and if there are 2 combatants, they can choose to fight on the same team, and share a turn. All players control their own units, and treat units that they share a turn with as if they were models in their own army: ie, players may not shoot into combats containing units they share a turn with, etc. II.1.5.2.1.1 >Shooting into Close combat. Players may shoot into combats that do not contain units they share a turn with: before rolling to hit, roll a die for each shot fired, keeping different weapons with different profiles or fired at different BSs separate as normal. If there are 2 players units in the combat, a 4+ hits the side the shooting player intends to hit, and a 3- hits the other side. If there are 3 players units in the combat, a 5+ hits the side the shooting player intends to hit, a 3-4 hits another side, and a 1-2 hits the third side. Which dice rolls hit which sides must be announced before rolling. (Of course, this randomization is not used for blast and template weapons.) After the shots are randomized like this, the shooting is resolved as normal. II.1.5.3 >Orbital Assault! Units in Campaign reserve can make an Orbital Assault against one other players units in Campaign Reserve: this counts against the number of enemy territories the attacking player can assault on their player turn. II.1.5.3.1 >Nominating units for Orbital Assault. The attacker must roll a D6 for each unit they wish to make an Orbital Assault with: on a 3+, those units may make an Orbital Assault. The defending player must roll a D6 for every unit in Campaign Reserve: on a 5+, that unit must take part in the Orbital Assault. The attacker may choose 2 units, in their own campaign reserve or the campaign reserve of who theyre attacking, that will participate in the battle on a 2+. For example, the attacker could choose one of the defenders units and one of their own. II.1.5.3.2 >Orbital Assault Battle. Orbital Assault battles use the rules presented in the Forge World extension Zone Mortalis, with the following exceptions: There are no restrictions on how many models are in a squad, how large a vehicle can be, or the size of a monstrous creatures base. The Catastrophic Damage (void ships and stations) is in effect for the entire battle. The one starting the attack is the attacker, and

the one being attacked is the defender. The defender deploys first. All bulkheads and doors are Controlled by the defender. In addition, the victory conditions are different: the goal is to completely destroy every unit the opponent has, and the game continues until one player wins. Captives may be taken as normal, as described in II.3.3.1. If any vehicles are taking place in a battle, the defender may designate a portion (no larger than 50% of the total area) of the battlefield may be designated as a hanger. Hangers are clear terrain, even to vehicles. Flamers and blast weapons do not re-roll to wound in hangers. They have sparse cover, maybe a storage crate, missile rack, or fuel tank here and there. II.1.5.3.3 >Orbital Assault results. After the battle, any surviving units of the winner are returned to Campaign Reserve, and Captives are resolved as described in II.3.3.1. II.1.6 >Post-assaults. The player may move any units into or out of transports as described in II.1.2, move units into Campaign Reserve, as described in II.1.3, or Sell units, as described in II.1.6.1. After this, the player declares that their turn is over, and the next players player turn begins. II.1.6.1 >Sell Units. After assaults, a player may turn any of their existing units, in a territory or in Campaign Reserve, into Force Points corresponding to the Force Point type that was used to build them: if a land raider was built as a dedicated transport for terminators, and the player had spent 100Ap, 100Ep, and 50HS/Ep, and now wanted to turn it into Force Points, it would be turned into 250Ep. A 5 man tactical squad that had taken 2 casualties would be 48Tp. Multi-wound models at half wounds (rounding down) count as half their Force Points. For vehicles, perform the following equation to find out how many Force Points the vehicle is worth ((Current hull points + current functional weapons +1 if the vehicle is not immobilized or locked velocity)/(Beginning hull points + beginning functional weapons +1)) x starting point value = Force points salvaged. II.2 >win conditions and claiming territories. Win conditions are free to be determined by the players of the campaign: it could be to capture the most territories, capture the enemies home base, or capture the most Productive territories. Territories are captured by moving a unit onto them. If a player has units in territories adjacent to an enemy territory, they can declare that those units are assaulting. The mechanics of the ensuing battle are described below, unless, of course, there are no enemy units in the territory: then the players units simply move onto the enemy territory and claim it without a fight. II.3 >Battles. In each battle, there is an attacker, and a defender. The attacker is the one prompting the battle, the defender is the one being attacked. II.3.1 >Terrain. Set up terrain representative of the territory (ie, a manufactorum should have lots of buildings, a plain should have very little terrain besides a hill or two, etc.) In addition, the battlefield should be set up that the percent of the table area that is dangerous terrain is equal to the chance of failing the dangerous terrain test normally required to move through the territory. So, a battle in a DgI territory would have 16% dangerous terrain, a DgIII territory would have 50% dangerous terrain, DgVI territory

would have the entire table be dangerous, and CDgVI would have the entire table be dangerous, and force re-rolls of successful invulnerable saves against the dangerous terrain (but not against enemy attacks or other sources of wounds). II.3.2 >Deployment. The table is divided into quarters. The defender chooses which quarter is north, and the others are labelled accordingly. The table edges of these quarters represent the borders of the territory being fought in, and the borders of the adjacent territories. The defender deploys first, in a quarter of their choice. The defender must deploy every unit in the territory being attacked: no more, no less. The attackers and combatants then deploy each unit in the quarter corresponding to the cardinal direction the unit is attacking from. The attacker, defender, and combatants must deploy 12 away from the center of the board. Infiltrators and scouts are allowed in all battles, and follow the rules stated in the BRB. Attackers and combatants always have the option for every unit attacking from an adjacent territory to put them in battle reserve, as described in II.3.3, or deploy them. II.3.2.1 >Reinforcements. These are placed anywhere on the battlefield before the defender is deployed, but after the cardinal directions are determined. All of them are immobile. II.3.2.1.1 >Razor Wire: 1 build point. this is a strip of difficult and dangerous terrain ~3/4 wide and 8 long. II.3.2.1.2 >Trench: 2 build points. this is a strip of terrain ~8 and 3 wide that is treated as difficult to get in or out of, but clear to move within. All units inside it benefit from a 3+ cover save, and can draw line of sight out of it as if they were in clear terrain. II.3.2.1.3 >Pillbox: 3 build points. this is a building(as described in the BRB) ~4 wide, 4 long, and 3 tall, with one side counting as an access door, and a capacity of 12 models. It has an AV of 11 on all sides, and a fire point in the middle of each of the 3 sides that arent the access door. II.3.2.1.4 >Bunker: 5 build points. this is a building(as described in the BRB) ~5 wide, 5 long, and 3 tall, with one side counting as an access door, and a capacity of 24 models. It has an AV of 13 on all sides, and a fire point in the middle of each of the 3 sides that arent the access door. II.3.2.1.5 >Turret: 2 build points. this is ~2 wide, 2 long, and 4 tall. It is armed with the gun that was decided when it was built (see II.1.4.1, namely, a Twin-linked Lascannon, two Twin-linked Heavy Bolters, Twin-linked Autocannon, two Twin-linked Assault Cannons, twin-linked missile launcher, Twin-linked Multi-Melta or Twin-linked Plasma Cannon). The gun can point in any direction. It is a permanently immobile vehicle with AV12 on all sides, and the aforementioned gun. It has the BS of the average BS of any Troop unit in the codex of the player who built it, of the building players choice. Turrets may be deployed on top of a Light Bunker or Heavy Bunker, and the turret is destroyed if the bunker beneath it is.

II.3.3 >Battle Reserve. After the cardinal direction is decided, but before either side deploys, both sides must secretly write down if they are using Battle Reserves, and if so, which units are in their battle reserve. Any friendly units in a territory adjacent to the one being fought over may be in Battle Reserve, except for immobilized vehicles. Units in Battle Reserve must enter from reserve by coming onto the table from the table edge corresponding to the territory they are moving on from. Units in Campaign Reserve may also be chosen, but units chosen from Campaign Reserve cannot come onto the battlefield from moving onto the table from the table edge. Write down in secret how each unit entering the battle via Battle Reserves or Campaign Reserve is coming in. Battle Reserves work as written in the BRB, with the aforementioned exceptions. However, outflanking is prohibited: the abstraction in the BRB is already accounted for in the map campaign. In addition, units that did not come out of Campaign reserve into Battle Reserve for that specific battle may not Deep Strike. II.3.4 >Special Rules. The Attacker always takes the first turn. Any combatants and the defender roll off for turn order. Falling back units fall back to the nearest table edge leading to an adjacent friendly territory. If there are no friendly territories adjacent to the battlefield, Falling back units instead fall back to the center of the table, and make a morale check when they are within 3 of it: if the unit succeeds, they resume acting normally. If they fail, they still count as falling back until the next turn. Units in base contact with a table edge leading to a friendly territory at the end of the movement phase may choose to leave the battlefield, and go to that friendly territory. Falling back units that run off the board do this automatically. II.3.4.1 >Captives. If a falling back unit comes within 2 of an enemy unit, it is captured, and removed from play for the battle. At the end of the battle, the winner gets back any units that their enemy captured(these units are then placed on the territory that the battle took place on), and any units that the winner captured are destroyed, and converted into Force points. Use the values described in II.1.6.1 for determining the Force point type and amount. II.3.5 >Victory Conditions and effects. The battle continues until only one side has any presence on the board, and no side has any units in Battle Reserve: this side is the winner. If the attacker won, the player CAN use these units to start a new battle in the same player turn, as long as the player hasnt already attacked the maximum number of enemy territories that game turn. II.3.5.1 >Surrender! If there are only 2 players with any presence on the battlefield and one player has only 25% (rounding down) of the total points they brought to the battle, both that were deployed and came in from battle reserve, that player is Weakened. At the beginning of the other players turn, that player can ask the Weakened player to take a Ld test, using the Ld of any model (except vehicles) currently alive in the Weakened players army, of the Weakened players choice. If this test is passed, the battle continues: if it is failed, the Weakened players army is taken captive, as described in II.3.4.1, the game is over, and the player who captured the Weakened player is the Winner. Models with the Fearless, And They Shall Know No Fear, or Hatred(against

anything in the enemy army) special rules do not surrender, even if the rest of the army does without them. editors note: TL;DR.

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