Campaign Rules

by Quinton Woeppel and Erik Setzer

 

Main Rules by Quinton Woeppel

Determine scope of the Campaign

Each player is given the same number of Home planets to start. The more Home planets each player starts out with… the more battle and diplomacy that will take place. This number is determined amongst the players. Any number over two will entail a campaign that will last quite some time.

InterSystem: Each player is given one Home Planet and the number of neutral planets for the entire game is determined by 1d6. This game will be the fastest and the bloodiest. d3 Spacial Bodies will be in the System. There will be an additional 1d10 tiles per player

Intersegmentum: Each Player is given 1-4 Home Planets. An additional d4 planets per player will be created as neutral planets. d6 Spacial Bodies will be in the Segmentum. There will be an additional 1d20 tiles per player.

InterGalaxy: Each Player or Race is given 2-6 Home Planets. An Additional d10 Neutral planets will also be generated per player. 2d6 Spacial Bodies will be in the Galaxy. There will be an additional 2d20 tiles per player in addition to the tiles above.

Each Hexagonal tile represents 10 light years of space. After the number of tiles is determined, one blank space tile is placed in the center of the table. Each player takes one tile and places it in conjunction with any tile already on the board. After the second Tile, each additional tile must touch two other tiles. This prevents players from making long lines of tiles and encourages a solid map of space. This is done in turns until all tiles are placed. If there are holes in the board then placement must stop with the number of tiles needed to fill the holes remaining. All players then roll off for placement. The highest roll is able to pick a Home world first then the second highest roll and so on until all Home Planets are claimed. This produces a system that is varied and well spaced. No one wants to place too many useful tiles next each other as they might roll the lowest and give up the premium starting positions. Note that a player with more than one home world may be forced to start at opposite ends of the playing field depending on which planets are chosen.

Definitions:

Industrial Output Points: These are the standard currency of BFG Campaign. Each planet will produce a number of these points as directed by the type of planet (home or neutral) and any improvements that are based upon it. After all modifications, the IOP of each planet controlled by a player is added together and used to purchase further improvements to his or her planets. The remaining IOP translates directly into Fleet Points.

Fleet Points: These are the currency in BFG to purchase ships. In BFG Campaign they are also used to purchase additional ground forces and Special operations groups (infiltrators/patrol units) as well as planet based Starfighter squadrons.

Campaign Turn:

After the playing area is set and each player has set up his initial purchases then each player rolls a dice to determine order of campaign play. The highest role goes first and then the second and so on. Campaign turns use the following sequence:

  1. Calculate: IOP of all planets owned. Add all improvements and subtract all maintenance.
  2. Trade: routes must be checked. Add any income from trade routes that are successful.
  3. Purchase: improvements and subtract the IOP spent to construct them. Do not place improvements until Place phase. Note that improvements must be purchased for specific planets and must be written as such (I.e. Ground defense station for Antares IV)
  4. Declare: movement of any ships or fleets. Movement must always be in a strait line.
  5. Move: any Subwarp ships one hex or Remove from play any ships or fleets that are going into the Warp for a number of turns that the Warp travel chart indicates. Any ships that will travel over a spacial body must check for disruption.
  6. Replace: on the board any ships that drop out of warp this turn.

The turn then progresses to the next player and so on until all players have reached this stage. Once all players have completed the above then beginning at the first player again continue in this sequence:

  1. Attack: any planets or fleets that are in the same hex of space as the player’s fleet.
  2. Resolve: all combat initiated by the player and determine salvage. Add salvage to IOP or FP reserve as appropriate.

The players then place any improvements that were purchased in the first part of the turn. Any improvements purchased for a planet that the player has lost due to invasion are lost. The next turn is then started.

Home Planets

Home Planets are the starting bastions for each player or race. These planets are rich in natural resources and have high population ratios for the race that owns them. Each Home Planet is worth 1,000 Industrial Output Points. For Tyranids this is increased to 1250 IOP at game start and is reduced by 50 IOP per turn to a minimum of 250 IOP.

Neutral Planets

Neutral Planets are sparsely populated and contain fewer natural resources. These planets may be captured or colonized by any Player or Race. Each captured neutral planet is worth 500 Industrial Output Points. For Tyranids this is increased to 750 IOP initially and is reduced by 50 IOP per turn to a minimum of 250 IOP. A planet previously inhabited by Tyranids will be worth only 250 points to the conquering force.

Spacial Bodies

Black Hole

A Black Hole is a gaping chasm in the fabric of space. Black holes have a counterpoint phenomenon in the Warp making it hazardous to travel near one in either dimension. Any ships that travel near a Black hole subtract 3 from the Warp incident rolls each turn they are with within 20 light years.

A Black hole will block travel past it. Not even warp travel may circumnavigate a Black hole. Any line of travel that passes over a black hole risks disaster. If a fleet in warp passes over a black hole roll a d6.

1-3

Fleet drops out of warp at the end of the time needed to arrive at destination. The fleet is placed 10 light years from the Black Hole toward its launch side.

4-5

Fleet drops out of warp instantly. Each ship receives 3d6 hits with no shield protection. If the Fleet survives it is placed 10 light years from the Black Hole towards its launch side.

6

The Fleet is entirely destroyed.

Nebula

A Nebula is a cloud of particles and gasses that covers a huge area of space. Any player may place an Orbital Science Station here. The Station will add its IOP to the nearest friendly planet within 50 light-years. Up to one station per 10 light-year section of the Nebula is allowed. More than one race may scientifically study a Nebula. Multiple players may have stations in the same hex.

Asteroid Field

An Asteroid field is the remains of a planetary system. The broken remnants float in a fixed area of space and may be mined for minerals and metals. Any player may place an Orbital Mining Station here. The Station will add its IOP to the nearest friendly planet within 50 light-years. Up to one station per 10 light-year section of the Asteroid Field is allowed. More than one race may mine an Asteroid Field. Multiple players may have stations in the same hex.

Gas Giant

A gas giant is an uninhabitable planet composed mostly of gases or a low temperature star that dominates its system. Although this planet may not be colonized, it is a viable source of minerals and study. Any player may place an Orbital Mining Station and/or an Orbital Science Station here. The Stations will add their IOP to the nearest friendly planet within 50 light-years. Up to one of each station per player is allowed to orbit the planet. More than one race may mine or study a Gas Giant. Multiple players may have stations in the same hex.

Warp Storm

A Warp Storm is a place where warp space and real space coincide as a roiling storm of creation and destruction. Warp Storms are generally unpassable except during short breaks when the storm abates to gather new energy. A Warp Storm blocks travel most of the time. Roll d6 every turn. On a 6 the Storm will abate for 2d6 turns. While storm is in effect ships that draw a line of travel across the phenomenon will be thrown out of warp and sustain d6 hits to each ship with no benefits from shields. Warp storms are d6x10 light years in size. Lay out the tiles as desired.

Initial Purchases

Each Home Planet allows 1,000 Fleet Points at the start of the campaign. These points may be spent in many ways. Tyranids have an initial 1,250 Fleet Point reserve. Note that the IOP of Tyranid planets is decreased by 50 IOP per turn. The following may be purchased with initial outlay points.

Note that after initial purchases that Infiltrator/Patrol squads and additional troops are only available if the player has a Ground Defense Installation. Also note that a World Spirit or Craftworld must be purchased during the initial turn or these improvements may not ever be gained.

Improvements

Each planet may be given Improvements at an initial cost of Fleet Points. An Improvement is paid for only once. Defensive Improvements and Eldar Warp Gates will require a maintenance cost however.

Improvements include any ground-based facility to increase productivity as well as orbital space stations.

A Home or Captured Neutral Planet may have a maximum of 2 space stations in orbit and only one of each type is allowed.

A Secondary Colony may have a maximum of one Orbital Station. See Secondary Colony for further restrictions.

Orbital Mining Stations cannot be used in conjunction with a Ground Mining Compound. Both types of Science and Defense are allowed per planet. A World Spirit may not be combined with any type of mining.

Improvements Value
Ground Defense Installation 200
Ground Mining Compound 300
Ground Science Center 200
Orbital Defense Station 175
Orbital Mining Station 100
Orbital Science Station 75
Secondary Colony
(only allowed for Home Planets)
200
Trading Port
(Cost only: worth output determined by trade routes)
200
Eldar and Dark Eldar Improvements
Warp Gate 50
World Spirit\Infinity Circuit
(Only available on one initial Home Planet per player)
400
Craftworld
(Only available during Game startup)
200
Tyranid Improvements
Bio-science Hive 100
Genetic Manipulator 200

Bio-science Hive

A Bio-science Hive is a Tyranid Improvement that allows the Hive to study and categorize every shred of Bio-organic material on a planet. This increases the ability of the hive to incorporate the matter into itself at more rapid pace. This Improvement increases a Tyranid planets’ IOP by 100 per turn. This continues even after the planet has been depleted.

Craftworld

The Craftworld improvement means that instead of a stationary planet the player will opt to begin his Eldar on a Craftworld: a gigantic space city that may travel the cosmos. This Improvement always requires its value in maintenance every turn and therefore a Craftworld has a base IOP of 800. This determines the number of troops assigned to defend the Craftworld in the event of assault. A Craftworld Defense Installation is permissible. A Craftworld may take the Infinity Circuit Improvement during the initial set up. A Craftworld may not take The Ground Mining Compound Improvement.

A Craftworld may not take any of the Orbital Stations. The Craftworld becomes it’s own defense station in space and will be placed on the Battlefleet board if it is ever attacked. Use the Craftworld Data card for statistics on defense of the Craftworld.

If the Craftworld is ever taken over, consider the entire Craftworld as alien technology. For Other Eldar or Dark Eldar it will be worth 800 IOP. For other races it will count as a 400 IOP planet. For Tyranids the Craftworld will be worth 200 IOP. Only Eldar or Dark Eldar may pilot the Craftworld. For any other race it will remain in space where it was taken over.

A Craftworld is able to travel at Subwarp speeds and follows all normal Subwarp Movement rules.

Genetic Manipulator

A Tyranid Genetic Manipulator renders foreign genetic material into compatible Bio-matter at an increased pace. This improvement increases a Tyranid planets’ IOP by 200 per turn. This continues even after the planet has been depleted.

Ground Defense Installations

Ground Defense Installations are not necessarily one huge military compound. This Improvement includes all aspects of planetary defense such as Orbital defense batteries, Ground to Orbit Torpedo launchers, and Pilot / Army training centers. Ground Stations allow the Player to buy additional defenses as well as Infiltration and Patrol Squads.

A Defense Installation adds to the initial size of the planetary defense force by 200. Hence a planet's native ground defenses may consist of a maximum 1,200 pts. of army plus any additional troops stationed. A Ground Defense Station also allows the player the option of spending blocks of 100 Fleet Points to train ground troops. Each additional 100 FP spent on ground defenses allows the defender to spend an additional 100 points for his Warhammer 40k defensive force. These extra troops will cost 10 IOP per turn in maintenance per block of 100 FP spent. (for example: an additional 500 points of troops for a players Warhammer 40K defense force would cost 50 IOP per turn to maintain.) This lowers the planet’s IOP total accordingly.

Ground Defense Installations may also train new Infiltration or Patrols Squad. Each squad costs an additional 100 FP. Only a planet with a Ground Defense Installation may purchase additional troops or Infiltrator/Patrol squads. Trained patrols or troops may be moved to other planets at the player's option.

Ground Defense Installations also provide a direct assistance in the defense of the planet they are placed on. During Battlefleet conflicts the various station sites are able to fire up to Firepower 10 of weapon batteries per turn. These have a range of 40cm. from the atmospheric line and may be broken up amongst several targets. The Ground Defense Installation is also able to fire a total of 10 dice of torpedoes, again able to be split up over numerous targets. These begin on the atmospheric line and travel 30. cm per turn. Once fired they will hit any ships in their path. Up to 20 dice worth of Starfighters may be purchased at a cost of 10 Fleet points per fighter. These may be stationed at no additional maintenance cost.

During the actual ground assault the Ground Defense Installations provide support in a manner similar to orbital bombardment. The defending player is allowed one Bombardment template to be fired as he wishes per turn.

Ground Defense Installations cost 200 IOPs per turn in maintenance plus maintenance for any additional troops.

Ground mining Compound

A Ground Mining Compound is a series of mines, factories, and waste reclamators that allows a planet to harvest natural and fabricated material more easily from natural resources. This Improvement increases the planets’ Industrial Output Points by 300.

Ground Science Center

A Ground Science Center is a network of scientific laboratories and research Facilities. These learning centers are dedicated to the improved use of natural resources and technology. This Improvement increases the planets’ Industrial Output Points by 200.

Orbital Defense Station

Orbital Stations are artificial satellites designed to assist the base planet in numerous ways. All Orbital Stations are used in the defense of the base world. An Orbital Defense Station is designed solely to suit this mission. Orbital Defense stations support the planetary defense fleet when the planet is attacked. In addition, an Orbital Defense Station is able to create Starfighters at a cost of 10 FP per fighter. Up to 8 may be garrisoned on the station and additional units may be based planetside.

An Orbital Defense Station costs 175 Fleet points and requires 175 IOP for maintenance each turn.

Orbital Mining Station

An Orbital Mining Station is an artificial satellite designed to harvest materials from a planet and its atmosphere. The powerful mining laser is used to harvest materials from difficult terrain and the material is then shuttled down to the planetary surface to be used in factories and industry. All Orbital Stations are used in the defense of the base world and the Mining Station has a variety of defensive and offensive weaponry to assist in this task.

An Orbital Mining Station increases the planets IOP by 100 per turn.

Orbital Science Station

An Orbital Science Station is an artificial satellite designed to study planetary phenomenon and other sciences. This information is put to use by the planet is various industrial and technological applications.

All Orbital Stations are used in the defense of the base world and the Science Center is no exception. It is however the least armed and defended of the various station types.

Orbital Science Stations add 75 IOP to the base Planet each turn.

Secondary Colony

A Secondary Colony is an additional planet or moon in the same system as a Home Planet that has been colonized. This Colony sends resources and trades with the Home planet and adds its IOP to the Home Planet. Several improvements are allowed on a secondary colony. These are the Ground Mining Compound, Ground Science Center, Orbital Mining Station, Orbital Science Station, and the Orbital Defense Station. A secondary colony may only have one Orbital Station. In the case of any Orbital Stations during Battlefleet combats, these are placed along the long side of the table and otherwise operate exactly as a Home Planet Orbital Station.

The drawback to a Secondary Colony is that whoever controls space around the Home Planet controls the Secondary Colony. Any player who has a commanding Battlefleet in orbit around the Home Planet may claim the Secondary Colony and load its resources on a cargo ship for transport to one of his own planets. This means that in the event of attack the Secondary Colony becomes the Attacking player's possession as soon as his Battlefleet commands the skies. He gains the IOP from the colony even if he decides not to attack the planet proper. Secondary Colonies may never be self-destroyed. Capturing Battlefleets may opt to destroy the colony if they so choose.

Trading Port

Trading Ports only add to the Value of the planet if they are in a trade status. Trade with other non-Player-controlled planets is worth 50 IOP per neutral planet and trade with opposing player planets is worth 100 IOP. The player may create trade routes among planets he owns and reaps 25 IOP per trade route. The planet that is being traded with does not need a Trading Port. Only the planet with the Port gains any benefit from the trade route. Once a trade route is established it is assumed that a number of trading vessels are assigned to the task to insure that the trade route is steady. A trade route will generate income every turn unless the trade lane is blocked. If both planets have Trading Ports then both gain benefits. Trade and merchant ships will be detailed later.

Warp Gate

An Eldar Warp Gate allows instant travel between planets linked by Warp Gates. Any military units or ships being sent through a gate must roll 2d6. On a roll of 2 or 12 the unit is lost, any other roll allows the unit or ship to be placed at the desired location at the beginning of the next turn. Players may allow other players access to their planets for the placing of a Warp Gate. Any Eldar in orbit around a planet may place a Warp Gate in one turn. Warp Gates may not be placed on enemy worlds and Warp Gates may be blocked by a planet’s owner at any time. Only the player that places the gate may allow units or troops to move through the gate. This means that he may allow allied troops through the Gate or move his own troops through but no enemy may use the gate without the Gate owner’s permission. It may be closed at any time. Gates may connect to more than one other Gate but may not connect to another player’s gates.

Warp Gates cost 50 IOP to maintain. Gates on planets not owned by the Eldar or Dark Eldar player will be maintained by the IOP of any planet with a Gate linked to it. The Player is able to choose which.

Warp Gates may not be destroyed but they may be blocked. Any hostile force that owns space or planet that a Warp Gate is built upon may opt to block a Gate at any time (this excludes gates connected to a World Spirit or Infinity Circuit). Eldar, Dark Eldar, and Chaos may corrupt a Warp gate for 50 IOP and the gate then belongs to the corrupter. It will be connected only to that players Webway and not to the original Webway.

World Spirit/Infinity Circuit

This is an improvement only Eldar or Dark Eldar may purchase. It may not be used in conjunction with either type of Mine. The World Spirit is a vast and complex psychic grid of barrows, standing stones, and stone circles which extends over the entire planet surface. These places are where the material world and the spirits of the dead are able to interact. This network is all focused to the King’s Point, the most potent focus of the energy of the Planet. The King’s Point is able to be used as a maintenance free Warp Gate. The World Spirit has the primary advantage of gathering Psychic energy for the planet’s Bonesingers and thus contributes to the Industrial Output of the Planet; add the World Spirit to the IOP as standard for other improvements. Only one world per player can ever be improved with a World Spirit unless it is a captured one. The Infinity Circuit is the Craftworld version of a World Spirit. Though the manner will be changed somewhat, the benefits will be the same. This is one Improvement that may not be destroyed before a planetary assault by the owner.

The drawbacks to these improvements become apparent if the improvement is captured. If an opposing Eldar, Dark Eldar, or Chaos army ever takes a planet or Craftworld with a World Spirit/Infinity Circuit the World Spirit loses half of its IOP production value. The Warp Gate at the King’s point may then be used to open any other Gates owned by the previous owner. This only allows travel from the World Spirit out to the other Gates. It does not allow travel back. This opening will occur even without the other player’s permission. Warp Gates attached to a World Spirit may not be closed from the far end. If the Planet is rescued then 400 IOP must be spent to cleanse the World Spirit/Infinity Circuit before it can be used again. Only Eldar, Dark Eldar, and Chaos may make any use of a World Spirit/Infinity Circuit. To any other race it serves no function.

 

Industrial Output

Most Improvements enable the planet to produce more raw materials or to utilize those materials in a better way. This includes both types of Science Station as well as Mining Stations and Secondary Colonies. For Eldar this also includes the World Spirit. For Tyranids this includes Genetic Manipulators and Bio-science Hives.

Defensive Installations and Eldar Warp Gates use up resources and therefore instead of adding to the worth of a planet, they reduce a planet’s industrial output.

Add Value of all of Improvements and Trade Routes then subtract the cost of any Defensive installations. This is the number of Industrial Output Points (IOP) the planet makes per turn. Industrial Output Points determine the number of Fleet Points available per planet.

Fleet Points (FP) are determined by determining the IOP of the planet and dividing by 10. This is the amount of points to spend on fleet maintenance and upkeep as well as colonization.

Fleet Points generated by a planet may only be spent at that planet unless the FP are shipped to whichever planet wishes to use them. Shipping will be covered later. All planets have space docks and are therefore able to create ships.

Conquest and Sabotage

Capturing a Planet

To capture a Neutral planet all that must be done is to defeat that planet’s space fleet. The civilian and ground population will capitulate to the player’s obvious military supremacy.

To capture another player’s planets, including colonized neutral planets, the attacker must first defeat the defending player’s Battlefleet in orbit and then launch an attack on the planet using Warhammer 40k rules.( if there is no defensive fleet then skip directly to the Warhammer 40K scenario.)

This battle will be fought with the defender having an army value equal to the planet’s base IOP plus the value of a Ground Defense Installation if one is placed on the planet plus any additional troops stationed prior to combat. This will be discussed later under troops. The attacker will have an army equal in value to the surviving number of troops he transported to the planet. Troop transport will be discussed under the Troops section. An alternate method for Ground assault is to Fast Assault. The attacker will break past the defender’s ships with troop carriers and set down. This means that during the Battlefleet Combat Phase, the troop carrier must be set up on the attackers table edge and must escape off of the defender’s table edge. This allows the attacker to ground assault without having to have a full scale Battlefleet combat. The attacker may use the amount of troops that make landfall as his Attacking force.

Orbital Bombardment: Whichever fleet controls the planet may bombard the enemy from orbit. Generally this will be the attacker as his ships will have had to defeat the defender’s in order to land. During a Fast Assault, however, the Defender’s fleet will usually control the planet. Whichever player has remaining ships in orbit may Bombard the enemies forces during the 40K phase of the assault. Treat this as one ordinance template per ship in orbit of Battleship size or larger. (Str 6, AP 3 roll to pin as per ordinance)

Any ground based Improvements may be self-destroyed by the Defenders prior to the 40K battle being set up. There is only this one opportunity to deprive the attackers of Improvements. After the 40K battle is set up the Improvements will remain no matter what the outcome. Exception: Ground Defense Installations will always be destroyed in the conquest of a planet by orbital bombardment and siege.

Spoils of War

If the attacker wins the 40K combat then the planet is captured. The attacker immediately receives Fleet Points worth of half of the planet’s Industrial Output. This includes any beneficial improvements with modifiers for the Captured Technology rule. Generally as all orbital space stations will have been defeated in the space combat prior to ground fall, these Improvements will always be lost to the besieger. If the conquest is a result of Fast Assault then the uncaptured Orbital stations will not only not contribute to the planets IOP but will work directly against it. Subtract the value of the Orbital Stations from the planet’s IOP until they are destroyed. This also affects the amount of the initial Fleet Points gained upon conquering the planet. i.e. if a Orbital Mining Station is in orbit and not in control of the occupying force then reduce the planet’s IOP by 100. This remains until the Station is destroyed.

Captured Technology

Captured improvements are of variable value. If the planet was formerly occupied by the same race then all captured improvements will work at 100%. They give full value to the IOP determination. Humans (including Chaos Versions) are all considered one race as are Eldar and Dark Eldar as they use similar Technology. If Squats should ever appear they will also use Human Technology.

Captured technology from a different race only works at 50%. Half of the Improvement’s value is added to the IOP value of the planet. The benefit of remaining alien technology is that it will work in conjunction with a similar Improvement of the player’s own race. (i.e. a planet may have an Eldar as well as a Human ground Mining Compound). You may not build an additional Improvement if that improvement has already been built there by the Conqueror’s race. (i.e. an Ork player conquers another Ork players planet… there is only allowed one Ork Science Center on the planet.).

Captured Trade Ports will remain operable but any trade routes to or from the Port will be lost. The new owner must reestablish trade routes.

World Spirits are covered under their listing in Improvements.

The exception to the Captured Technology rule is Tyranids. They are able to use any other race’s Technology at 50%. The improvements only contribute half of their value to the IOP of the planet. This includes other Tyranid player’s advances. This accounts for the fact that the Tyranids have developed along differing genetic strains. Only Tyranids may assume command of Tyranid Improvements. Other races will automatically destroy Tyranid Improvements to rid themselves of risk. Tyranid Home Planets are only worth 500 IOP to any race beside themselves (other Tyranid players may use this as a Home Planet). This is due to the Tyranids rampant use of the local genetic pool for their own uses. They strip the planet of all useful materials. Consider a conquered Home Planet of Tyranids as a captured neutral planet instead (500 IOP). If a Tyranid player recaptures the Planet then it will still be worth only 500 IOP from that point on. The planet will have been burned and cleared of organic structures by the invading force.

Infiltrating a planet

Each Player is allowed the option to spend 100 FP on Infiltrator or Patrol Squads during initial fleet purchase. After initial setup only players with Ground Defense Installations may train new Infiltrators or Patrols. Each patrol costs an additional 100 FP. Trained patrols may be moved to other planets at the players will.

One or more small ships may be sent to infiltrate an enemy’s planet. This is worked out with a Battlefleet Gothic battle where the objective is for the Infiltrator to get his ships from his table edge across the table and beyond the atmospheric line. If he succeeds in doing so then he will land an Infiltrator party on the planet’s surface. The defending player may then counter with defensive Patrols if he has trained any.

A Patrol versus Infiltrator battle must be fought using the Necromunda rules to determine the success of an infiltration. 100 Fleet Points are worth the starting cost of a new Necromunda Gang. Any gang type may be used as Patrols or Infiltrators. Ork, Eldar, and Tyranid players will have to devise house rules for gangs of those races. (Tyranids may use the Scavvy gang as a template for genestealer cults. Consider Scalies as Genestealer hybrids)

If the defensive Patrol wins then the Attackers may stay on the planet to attempt again. Infiltrators gather no income if they lose and therefore may not replace injured or dead members. If they are successful then they gain one random territory per win as long as they stay on the planet. They may attempt to infiltrate as many times as they are capable but only one per Campaign Turn. They may withdraw from the planet at any time. The ships that escorted the Infiltrators must again break past the defending Battlefleet and this time must escape of the far edge of the table and into space. Any ships that Infiltrate will be unavailable to the player in the Campaign until they leave the planets surface.

If the Infiltrators should win then they have several options, they may do one of the following:

1) Sabotage a ground improvement. This includes Mine Compounds, Science Centers, and Trade Ports. Defense Installations are far to well patrolled to attempt to sabotage.

Roll a d6:

1 No effect, sabotage detected
2-3 Partial effect, Improvement damaged. Improvement is inoperable and adds nothing to the Industrial output of the planet for d3 turns. May be repaired for half of the starting value of the improvement if the player wishes to speed the repairs. But will be repaired for free if the time is spent.
4-5 Severe damage, Improvement inoperable. The player MUST spend half of the starting value to repair it.
6 Complete destruction, Improvement completely destroyed. The Improvement must be repurchased entirely.

2) Disrupt Industrial Output. Through minor sabotage and rebellion groups as well as propaganda the Infiltrator group is able to slow planetwide commerce and government. The Industrial Output Point total of the planet is reduced by d6x100 points during the turn that the Infiltrators are able to disrupt the planet.

3) Create black market trade route. The Infiltrators are able to set up trade routes with the underworld of the planet. This allows the Infiltrating player to claim a route to this planet, should he have a Trading Port. Trade routes will be maintained even if the Infiltrator is subsequently repelled. Only the loss of the Port tied to the route will cause this route to cease.

The defending Patrol may attempt to repel the Infiltrators every turn until they are defeated and driven from the planet. The Patrol always gains income whether they win or lose.

Both Patrols and infiltrators gain experience as per Necromunda Rules. Note that any Squad that doubles its base points total may be split into 2 fresh new (no experience) Patrols or Infiltrators squads for free.

Ships in the Campaign

Experience

All ships must roll on the Leadership Table for their race as they are commissioned.

Any Battlefleet ship that survives a battle increases one experience rank after a battle on a d6 roll of 6.

Starfighter Squads must roll on the Leadership chart before each battle. Life expectancy is incredibly short and they must take on new recruits all the time to show what kind of recruits they receive to refill the squad. Natural ability and excellent training may increase the Leadership while quickly trained and under-experience may lower it.

Salvage and repair

Hits of a non-critical nature will be fully repaired between battles.

Damages of a critical sort will be repaired automatically between battles on a d6 roll of 4-6. Otherwise the ship may be fielded in an injured status with normal chances to repair in end phase OR the ship may be repaired at space dock for 1/10 of the value per Critical hit.

The final method of repair is to Dry Dock the ship. The ship must be left in Space dock for any number of turns. This makes the ship inaccessible to the fleet. Each turn in dock allows the same d6 roll of 4-6 to repair damage. Once Dry Docked the ship may not be removed until it is repaired completely. Ships in Dry Dock will automatically repair non critical damage on captured ships at 1-3 hits per turn.

Catastrophic Damage may not be repaired. Only Tyranids are capable of using a ship after it has reached this status. See Tyranid ships section.

Ships may be scrapped for 3/4 value if in operable condition, ½ value if in crippled condition, and for ¼ value if Hulked. The winner of a combat may scrap his opponent’s hulks after a battle. This value is in Fleet Points.

Only Tyranids are allowed to salvage drifting hulks into useable ships. They are able to salvage the remains of other race’s ships and integrate Tyranid biotechnology to make them operable again. They may create a Tyranid ship of equal size from a captured hulk for half Fleet Point cost. i.e. may create a Battleship size Tyranid ship from a Battleship size Eldar or Imperial ship. Treat Eldar/Tyranid ships as purely Tyranid ships as the wraithbone core is used to good effect by the Tyranids to form a meshed technology.

Captured Crippled ships are either sold as scrap or may be repaired in almost the normal manner. Only ships of a comparable technology may be re-utilized. Captured ships will not automatically repair any damage. All repairs must either be paid for or the ship must be Space docked for the requisite time. Only Humans can salvage crippled Human ships and Eldar only crippled Eldar ships. Tyranids are covered by the above rule. Orks are able to salvage crippled Ork ships as well as Human ships into comparable size Ork ships by spending the points to repair up to standards. (i.e. buying back extra hits and repairing critical hits. In this case no automatic repair is assumed)

Movement

There are two types of Spacial movement; these are Warp Travel and Sub-warp Travel.

Ships with only Sub-warp power may travel 10 light years of space per turn; that is, one hex.

Ships with Warp Engines may attempt to travel any number of hexes in a turn. Time in warp is different from actual time. Time dilation is never predictable and therefore must be determined each time that ships go into the Warp.

Distance the Player wishes to move Amount of turns taken:
For short jumps, less than 30 light years roll d6: 1-3 may move and attack, 4-6 arrive next turn.
mid distance jumps, up to 100 light years d6+3 turns
Long distance jumps, up to 200 light years 2d6+6 turns
Extreme distance jumps, up to 500 light years 5d6+15 turns

·The amount of time will be lessened by 3 turns if the Flagship of the fleet has a Crack crew.

·The time will be lessened by 1 turn if the Flagship of the fleet has a Veteran crew.

For each turn in Warp space roll a 2d6. If a 2 is rolled then the Fleet suffers from a Warp incident.

During Warp Travel remove the fleet counter from the playing field until the time that the Warp movement chart indicates has expired then place the fleet counter at the desired location.

Eldar and Dark Eldar are able to buy Warp Gates at any planet they colonize. This allows instant travel between the planets. Any player may also allow a Warp Gate to be built on any planet that he owns to allow Eldar or Dark Eldar access to his planet. This will usually be done to facilitate trade or a military alliance with Eldar players. Any units or ships being sent through a gate must roll 2d6. On a roll of 2 or 12 the unit is lost, any other roll allows the Unit or ship to be placed at the desired location at the beginning of the next turn. Note that a Warp Gate must be built at the destination point as well as the starting point.

Shipping

Most shipping is conducted by Sub-light freighters and frigates. These cargo vessels are lightly armed and armored and are generally escorted by combat vessels of some form. Shipping is used to link planets with trade routes. Once a route is opened it is assumed that a number of ships is traveling the route. This allows the Trading Port to reap the benefits of the route each turn. Unarmed trade vessels are free. A player may opt to buy an armed trade vessel to prevent rampant Piracy or undefended ambush but must purchase the trade vessel with Fleet Points. The amount of cargo each vessel is capable of carrying is determined by the ship’s Data Card. This statistic is only useful to haul IOP from captured Satellites.

Piracy

Every turn that a trade route is in operation a player must roll for piracy. Roll 2d6. On a 2 or a 12 Piracy has occurred and the route is lost. This occurs only if the player has an unescorted route. If the Player has opted to send an escort then a Battlefleet combat versus the Pirates will ensue. The Escort and Cargo Vessel must reach the far edge of the table or defeat the Pirates. If the Pirates are defeated then the damaged ships may be salvaged as normal. Pirates will have a fleet of up to 480 points (2d6 x 40 points). Either the referee or any available player controls pirates. (Pirates are able to purchase an unlimited number of Starfighters with leftover points as the Pirate base will generally be nearby) One off games or late start players are excellent for Pirates. Late start players may be given a pirate fleet of 500 points and advance from there with a nearby neutral world as a home base (this does not count as a Home Planet). Race is unimportant except that Tyranids will not be pirates. Pirates will not attack fleets that are larger than they are. This allows a player to dispatch a sizable escort to ensure trade routes. Escort ships are unavailable to any other actions unless pulled from escort duty. Place a token representing them halfway between the trade planets to show that they are in transit. Once pirates have been dealt with then the trade route is reestablished

Ambush

A player may intercept another player’s trade routes and capture any cargo that may be in transit. Deploying a fleet between two trade planets does this. If the Trade vessel is unescorted then the IOP value of the trade route is stolen for each turn that the fleet remains along the trade route. This value may be used by any planet that the ambushing player owns within a 50 light year radius of the ambush site or may be loaded onto a cargo vessel of his own and then transported back to a friendly planet (one owned by the ambushing player).

An escorted trade vessel or an armed trade vessel may defend itself with a Battlefleet combat. The Attackers must cripple the trade vessel and win the combat. The Trade contingent must escape off of the far edge of the table with the Trade vessel intact and as many ships as it is able. Any damaged ships may be salvaged by the remaining fleet. i.e. the fleet that controls the area of the battle afterwards may tow the salvage home. The IOP for the route is given to the Ambushing player as long as he maintains at least one ship in the trade route path.

 

Troops

Every planet that a player controls will supply a number of Troops equal to the Industrial Output of the planet. This is the Number of troops that the planet is able to supply. This is a stable number for all races except Tyranids. For Tyranid players, the decrease each turn in a planets IOP also affects the planets’ number of Troops, even troops transported to different worlds may die off from lack of support if the Home planet loses IOP to sustain them.

The term Troops encompasses any military purchased as part of the Warhammer 40K phase of the turn. This includes tanks and transport as well as soldiers and support weapons.

Troops are allowed to depart from the planet of origin for any reason. These troops are still counted against the planet for purposes of maximum Troops however. If 500 points of troops are moved to a Neutral World from a Home World, for instance, the Home World will only have a defense force of 500 points unless the planet has a Ground Defense Installation (in which case add the additional 200 points to the defense). Until such time as the Troops are returned to planet of origin or replaced from another world, the planet may not increase its troops without buying them from a Ground Defense Installation at 100 Fleet Points per 100 points of WH40K troops and then paying 10 IOP per turn for maintenance.

Any troops killed in a foreign combat will be replaced at 200 points per turn of recruiting. Planets with a Ground Defense Installation may recruit up to 250 points per turn. Recruiting starts the turn after loses occur. The recruits cost nothing to the player and are young patriots joining the combat. If the rate of recruiting is too slow for the player then up to 200 additional Troops may be purchased at 50 Fleet Points per 100. This represents the Military doing a full market recruitment of all available manpower. This recruiting may only be used up to the IOP of the planet. (I.e. returning the status quo).

Troops must be loaded into Troop Transports to be used in an assault force. All Troop transports are able to carry a specified number of Troops as listed under each ships Datafax. The benefit to using Troop Transports is that the troops are kept awake and capable during transport. This allows them to be used in ship boarding actions as well as ground assault. Troop Transports also Shield the Troops and thus only Critical hits or Catastrophic damage will affect the Troops inside. After each critical hit roll on the Troop Casualty Table. Catastrophic Damage will kill everyone on board or injure them so badly that they are no longer available as troops.

Ordinary ships may also be loaded with Troops and sent to assault in drop pods or on shuttles.

Transported troops are placed in stasis or suspended animation (or very small closets in the case of Orks) and are unable to contribute during Battlefleet combat. Any hits to the ship have a chance of wounding the transported Troops. After every hit that a non-transport ship suffers, roll on the Troop casualty table. Roll one extra time per Critical hit that the ship suffers.

Troop Casualty Table

1-4 No troops are Injured.
5 25% of troops injured or killed. These Troops may not participate in the assault.
6 50% of Troops injured or killed. These troops are not available for assault.

This table is only used against Transported Troops. Garrison and Ships company do not need to roll on this table.

Assaults are covered under Capturing a Planet.

Boarding actions Use this simplified boarding action chart only if you do not have the full rules for ship to ship boarding actions or if you wish to use a more vague form of boarding.

The number of Garrison and Ships company Troops that a ship carries is determined by the base cost of the ship. Compare costs and roll a d6 with modifiers from below. Consider the ship with the highest cost or most troops as the attacker regardless of who is actually attacking whom.

Attacker and Defender equal +/- 0 to roll
Attacker has more troops + 1 to roll
Attacker has Double the defenders troops + 2 to roll
Attacker has triple the defenders troops + 4 to roll
Attackers Ship is Crippled - 2 from roll
Attackers Ship is Hulked - 4 from roll
Defenders Ship is Crippled + 3 to roll
Defenders Ship is Hulked +5 to roll

 

Results
1 or less The Defenders have repulsed the attack and gained control of the Attacking vessel.
2 The defenders put up and outstanding fight. Reduce the attackers’ troops by 50% for the remainder of the Battlefleet combat.
3-4 Stalemate: each side maintains hold over its own ship and the battle may continue next round or non-crippled ships may pull away.
5 The Attackers have gained a decisive upper hand. Reduce the defenders troops by 50% for the remainder of the Battlefleet combat.
6 The Attackers have decimated the defenders and have gained control of the ship.

Captured ships may only be held until the end of the combat. They may not be turned against the original owner until they have been repaired. Ships that have boarded other ships count as having 50% of Troops remaining on board. Note that previously lost troops may result in only 25% or less of troops on board after this.

 

 

Additions by Erik Setzer

Planetary Defense Systems

Planetary Defense Systems (PDSs) may be purchased for any planet in a campaign.  They aid in the defense of the planet during attacks.   They can supplement a defense fleet, or defend the planet entirely when there is no defense fleet.  The following rules represent the different types of PDSs you can purchase for a planet and how they work in a battle.

Enemy ships may fire on PDSs.  In order to do so, they must move within 10cm of the planet containing the PDS.  Ships cannot fire from further than 10cm, as their sensors will only detect PDSs within this range.  Firing on PDSs works in the same way as firing on ships.

PDSs have NO Industrial Output.

Planetary Batteries - 25 points each

Planetary Batteries are planet-based batteries of weapons that can fire upon enemy vessels that get too close.  They are often large, destructive plasma cannons or laser cannons.

Range 300cm | Firepower 1 | 360 degrees | 2+ armour

Planetary Missile Racks - 75 points each

Planetary Missile Racks resemble large SAM racks.  They are the size of a large building, and fire multiple missiles at a time.  Though they are very destructive and quite capable of destroying an enemy vessel in one volley, they are slow to reload.

Speed 30cm | Strength 6 | 360 degrees | 2+ armour

Special:  Must take one turn to reload before it can fire again.

Planetary Defense Weapon Shield - 10 points per shield

Planetary Defense Weapons (such as PBs and PMRs) may buy shields.  These shields work in the same way as a ship's shields.  You can only purchase a maximum of six shields for any Planetary Defense Weapon.


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