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Army Composition, 1500pts Armies may be changed throughout the campaign however the compulsory 1 HQ and 2 Troop choices

must remain the same throughout, the actual composition of these units can be changed if you wish. This is to promote a sort of storyline for your battlegroup lead by an able character (you should probably give him a name) as well as ensuring armies are not tailored to defeat other armies Campaign Turns The campaign will be split up into a series of campaign turns or rounds. In each round the players decide who they want to play, fight battles and then redraw the borders with newly conquered territories. It follows a simple order as below. 1. Planning Players decide amongst themselves who they want to play. The glove slap method is a tried and tested way of challenging an opponent. Battle Players fight battles against the chosen opponents. Conquest Players roll 2D6 to see if new territories are captured as described below in the conquest section. Experience Players apply any veterancy to eligible troops.

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Allies Each player will name an ally at the start of the campaign that will provide support or additional units. The effect of an ally is to fight a battle for you if you are occupied with another battle. If an ally fights a battle for you its just as if you had fought he battle, i.e. if your ally loses the enemy has the chance to conquer your territory and if your ally wins you have the chance of conquering the enemys territory. Another benefit of an ally is supporting assets. If you have extra points over 1500 you can use these to buy supporting units from an ally, these take up a force organization slot as usual. Battle Bonuses Compare the number of tiles each player controls. If one player has less tiles, then they get a 50 point bonus, if they have half the tiles of the enemy they get an additional 100 points and if they have a third of the tiles of the enemy they get an another 150 points. Note that it's the player with the smaller number of tiles that gets the bonus, on the basis that their opponent's forces are stretched thin trying to protect all of their territory! In addition each player adds the bonus for the manufactorum's they control. (see manufactorum's on the next page).

Conquest Each player that won a battle is allowed to attempt to take over a tile controlled by their defeated opponent. Note that if you fight several battles you may attempt to conquer a tile for each battle that you won.The player that controls the most tiles goes first, and then in order of number of tiles from highest to lowest. If two or more players control the same number of tiles then roll-off to see who goes first. The chance of capturing the tile depends on its location and how easy it is to defend. The conquest table below lists the 2D6 rolls that are required to capture different sorts of tiles and the modifiers that apply to the dice roll. THE CONOUEST TABLE When you capture a tile you must remove the opponent's marker and replace it with one of your own. You capture any power stations, command bastions, shield generators, orbital relays and manufactorums in the process. The roll to capture a territory on 2D6 is 3+ and any modifers. Situation and modifiers Tile to be captured is adjacent to a friendly tile or any spaceport* Tile to be captured is not adjacent to a friendly tile or spaceport* The winner of the battle won a secondary victory due to %KP# The tile to be captured has defence lines, ruins or a river The tile to be captured has a mountain or spaceport Tile has or is adjacent to a shield generator Attempting to capture more than 1 tile *The spaceport can only be used if a one is already controlled. # This does not apply in a %KP mission Modifier -4 -2 -1 -2 -X/-x -1 per additional tile after the first

Veterancy After each game played some troops may be eligible for veterancy upgrades as detailed on pg. 263 of the main Warhammer 40,000 Rulebook. Special characters may be taken however they are not eligible for veterancy upgrades (as they are already veterans of many battles and already have skills to reflect this). Furthermore if the composition of your army changes (not including upgrades) the changed units will lose their veterancy, to keep sharp, troops must be fighting all the time. Generating the Map and territories Maps can be generated with a story in mind or they can just be randomly generated. 1. Take 1 spaceport tile and place it anywhere. 2. Take a random tile and place it next to the spaceport. 3. Continue selecting random tiles and place them so that they touch 2 other tiles. 4. For every 5 tiles a spaceport can be placed instead of a random tile as long as it isnt touching another spaceport. 5. Players take turns placing strategic assets; there should be 1 of each for every player although this isnt set in stone. Alternatively these can be randomly placed like the tiles. 6. Players roll off to determine a tile to control, they then take turns choosing tiles adjacent to their territory. If this is not possible then any uncontrolled tile on the map can be selected. Map tiles and Strategic assets In addition to the terrain that may be present on a tile there are other features that are important to gameplay as well. Each army has different uses for these strategic assets and therefore gains a different bonus as shown in the table on the next page. Power station- Power stations provide the power needed to manoeuvre your troops into position before the battle. Both players add up the points from the chart below for the power stations they control. For example, a Space Marine player that controlled two power stations would have 20 points. If one player's total is higher then they add +1 to dice rolls for picking deployment areas, seeing who goes first, and for reserves. If their total is double the opponent's they add +2, and if triple or more add +3. In the case of a tie neither player receives the bonus. Command Bastion- Command bastions allow an army to be better prepared for a battle, and to organise special training and equipment to be issued to some of the troops taking part. Both players add up the points from the chart below for command bastions they control. For example, an Imperial Guard player that controlled two bastions would have 16 points. If one player's total is higher they roll 1D6, if their total is double they roll 2D6, and if it is triple or more they roll 3D6. Each roll of 4+ allows the player to pick one unit in their army and give it one of the universal special rules listed in the Warhammer 40,000 rulebook. For example, you could say to your opponent, "this unit has the furious charge rule". The unit is allowed to use the special rule for the duration of the battle. If you are allowed to choose more than one ability then no unit may be given more than one special ability, and each ability you choose must be different. Shield Generator- Shield generators make it much harder to capture the tile with the generator and any adjacent tiles. An opponent must subtract the first modifier listed on the chart from a Conquest roll to capture the tile (see Conquest table below), and the second modifier to capture any tiles adjacent to the generator. For example, a player trying to conquer a tile with an Ork shield generator would suffer a -3 modifier, and would suffer a -1 modifier to conquer any adjacent tiles. The modifier for adjacent tiles only applies to tiles controlled by the player that controls the generator. If several shields overlap only one can be used (owning player's choice). Obital Relay- Orbital relays allow an army to communicate with orbiting command ships gaining the benefit of strategic planning and coordination. Both players add up the points from the chart below for the orbital relays they control. For example, a Tau player that controlled two orbital relays would have 18 points. If one player's total is higher then they receive a +1/-1 modifier to the rolls for deciding what battle to play and what the deployment type will be. If their total is double the opponent's they instead get +D3/-D3 and if triple or more +D3+1/-D3+1. In the case of a tie neither player receives the bonus. Manufactorum- Manufactorums produce the materials needed to equip and arm additional units for your army. Both players add up the points from the chart below for the manufactorum's they control. For example, a Tyranid player that controlled two manufactorums would have 20 points. If one player's total is higher then they receive a 50 point battle bonus and may add 50 points to their army. If their total is double the opponent's they add 100 points, and if triple or more add 150 points. In the case of a tie neither player receives the bonus.

Army Power station Command bastion Space Marines* 10 10 Imperial Guard 6 8 Orks 9 6 Tyranids 8 7 Eldar 10 11 Tau 8 9 Necrons 7 8 Dark Eldar 11 9 Chaos Marines 10 10 Daemons D6+5 D6+5 Sisters of Battle 9 9 Grey knights 10 10 *This includes all space marine variants and chapters

Shield Generator -4/-1 -5/-2 -3/-1 -4/-2 -2/-1 -4/-2 -5/-2 -2/-1 -4/-2 -D6/-D3 -4/-1 -4/-1

Orbital Relay 10 8 6 6 8 9 5 7 10 D6+5 9 10

Manufactorum 6 11 9 10 6 8 9 7 6 D6+5 8 6

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