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With Apocalypse upon us and quite a few of the people in my group starting up Battlefleet Gothic the emphasis is really on 40k at the moment. We all really wanted to play in a campaign that combined BFG and 40k into one giant galaxy-wide conquest.
After looking through the new rules for mighty empires, and being completely disappointed with them, I set off to make my own campaign ruleset that combines and streamlines a couple ideas.
With all the tables and everything it comes out to just under 11 pages long, which is a little too big to post here. I am open to suggestions of how I can transfer the files to you guys, but I am thinking email might be the easiest solution.
Take the rules, look them over, use them, and tell me what you liked and didn't like and what should be fixed. Hopefully we can all get a pretty cool system out of this.
Here is a smaller image of the tiles:
My advice is just to post all 11 pages up on the forum - there was no real griping when I posted some 40 pages worth of 'Playing 40K Outside' up or my 26 pages worth of 'Lethal 40K' - that is what this forum is about afterall and while the tiles are 'very pretty' they don't tell anyone about the rules - having the rules posted allows for easier discussion and development as well on this board - and BTW if you hadn't realised I am very interested in reading them8Y
Yeah, I was thinking about posting them anyway. Here it goes
(For some reason Tables are not supported, I replaced them with images of the tables, I hope they are not too distorted)
The Complete Warhammer 40k and Battlefleet Gothic Campaign Ruleset
1. Setup page 1
2. Star Systems page 3
3. Campaign Season page 4
a. Subsitence page 5
b. Scouting page 5
c. Movement page 7
d. Battle page 7
e. Siege page 7
f. Exterminatus page 8
g. Reorganization page 8
4. Building Season page 9
The board will be made of many different tiles, and they will affect how your units will move about through the galaxy, and how much money you will earn, and even effect the game in other interesting ways.
Each tile represents a star in the galaxy. Whether the star has an inhabitable planet on it will be determined during the campaign. Should you be lucky enough to find one, know that they will be sought after by your opponents, so defend them well.
There are a few different basic tile formations, to build a large galaxy you will need to print many sheets of hexes. Two sheets should be fine for a game of 3 people, the more sheets you add will increase the size of each player’s army in the long run, make the campaign longer, and delay meeting your opponents in battle.
The tile with the large star directly in the center is a Capital Star. You or your opponents can choose to have their empire centered at this location.
Last edited by frozencore; October 18th, 2007 at 08:52.
Blank Tiles have no remarkable features.
Any tile with many brightly colored planets is a star system that has an abundance of raw materials for construction.
Tiles with Asteroid fields or Gas Clouds may impede the movement of your ships on the board. They also alter the chance of finding an inhabited planet. Asteroid fields tend to batter nearby planets so it is less likely to find people living near them. Gas Clouds can be harvested for ship fuel and so are often colonized.
The last type of tile is the black hole or warp rift. They are impassible to your ships, and they can be dangerous to your troops and inhabited planets nearby.
Creating The Galaxy
The galaxy is created by each of you taking turns placing the tiles in the way that makes the most sense. Asteroid Belts and Gas Clouds should be connected so they form chains and start and end at the tiles that show it.
The first piece that is placed is a tile that has both the asteroid belt and gas cloud on it. The second tile can be any tile that matches one of the edges and is placed next to the first. Continue to place tiles so they match the edges of the tiles they are placed next to.
A few rules to make the placement of tiles easier:
1.Avoid ending asteroid belts and gas clouds too soon after they begin.
2.Do not place tiles so the form a hole in the middle, it makes it very hard to find a piece that fits.
3.The black hole tile can be used to end up to 6 gas clouds at once.
4.Capital Stars must have at least 2 tiles between them to prevent overlapping Star Systems.
5.If you can’t find a way to place any more tiles then you are done, or try harder!
6.There may be left over pieces, do not worry.
7.The rules are to help you make a coherent Galaxy, if you need to rearrange stars feel free to.
2. Star Systems
In this game Star Systems are a group of stars controlled by the same player. It can be an “Empire,” “Kingdom,” “Waaagh,” or whatever you want to call it. Each player starts the game with a star system that includes his Capital Star and each adjacent star tile.
The stars are generated randomly by rolling 2d6 according to the following tables:
Barren. No inhabitable planets surround this star.
Colony. A small group of people live on one or two of the planets that circle this star. They may have a few cities on these planets and have a small industry.
Star Base. A great fortress to protect the people living in this system. Ships dock here, and there may also be a large ground force. A tile with a Star Base also has large cities, many people living in it, and trade routes that supply your troops.
Metropolis. A huge city that spans an entire world. It attracts large amounts of trade from the surrounding areas and is a great source of income for your Star System. Your Capital Star is considered to have Metropolis world circling it.
Armies of the Stars
The most balanced way to determine the points each player has to start with is to have everyone agree to a points limit at the start of the game. For those who want the game to be more representative of what the players’ systems actually have to start with there is an alternate system for points. Real military campaigns are not fought with carefully balanced armies! For small games with few players the balanced method is preferable, but with large games the random generation of points is better because it means players will be forced into different tactics. For each type of planet in the players Star System the roll dice and add up the points value.
Last edited by frozencore; October 18th, 2007 at 08:35.
Note: for lower points campaigns multiply by a smaller number.
Dividing your Forces
Each player’s army will be made from the points they have available to them. The player then divides his points into Forces. Forces are comprised of a Fleet and Ground troops. Fleets and Ground troops are bought together and so are considered to be the same amount of points at the start. Each Force must be between 500-1500 points at the start. Forces must follow their appropriate organization charts wherever possible. Each Ground unit must contain one and only one HQ choice. The benefits and drawbacks to having small or large Forces will become apparent as you play, so keep strategy in mind!
Placing Forces on the Map
When each player is ready they will place each their Forces in any tile in their Star System. They be placed anywhere they wish, but placing two Forces in the same tile may cause logistical problems later on.
Space is a harsh and lonely place, and your troops will need food and your ships will need fuel. To represent the needs of your Forces they all need something called Supplies. Exactly how Supplies work will be explained later, for now each player rolls 2d6 and receives that many Supplies to start the game. They then give their supplies to each of their Forces (to remember who has what, use tokens).
You are now ready to start the campaign!
3. Campaign Season
The heart of the game where each player attempts to rule the galaxy! The campaign season is split into 6 turns, each representing a month on Terra. To decide who goes first in each campaign turn all the players roll off, the highest goes first and so on.
Each Turn has seven phases: 1. Subsistence, 2. Scouting, 3. Movement, 4. Space Battle, 5. Planetary Siege, 6. Exterminatus, 7. Reorganization.
Simply put, subsistence is living off of supplies. Forces can get these supplies from either receiving shipments from the nearby planets or by depleting their stored supplies. Each force needs 1 point of supplies each turn. Your capital generates 4 supplies per turn, meaning 4 Forces can be in that tile at once and survive. Metropolises generate 2, Colonies and Star Bases generate 1. If there are no nearby friendly planets your Force must use up 1 their supplies they have stored. If there are no supplies left they must roll on the following table.
The player determines the points value lost and removes them from both his/her Fleet and his/her Ground Troops. Note that the player is not required to remove whole units and their units may then be smaller than allowed in their codex. Units of the same type that have been reduced in this way may consolidate together as long as they do not break the rules set by the codex for weapons and maximum size.
Before a player’s force is allowed to move into a tile they must first scout the area. If a tile has not yet been scouted it is empty or unknown. By scouting you can claim the area for your Star System. Each Force has its own scouts so if two Forces are on the same tile they may scout two separated tile and may move into either tile. When scouting an unknown Star roll on the appropriate table.
Independent Stars. Scouting will sometimes result in discovering planets whose inhabitants resist your rule. If a player wishes to move his Forces into a tile owned by an independent he/she must be prepared to fight. Battles against Independent factions are usually very one-sided and can be played by one of the other people in the campaign.
Independent Systems. A group of adjacent independent Stars is an independent Star System. They are usually much weaker than the player’s System and are disorganized. It makes no difference in the Campaign Season, but you can use Diplomacy later in the Building Season to form an alliance with the independent system.
Event. Some sort of problem has arisen and you do not scout the tile and its contents remain unknown. Roll on the Scouting Event Table below.
Warp Rift. Roll a d6, on a 4+ a warp rift appears in the tile you wished to scout in. The warp rift’s strength is d6+1. Rules for Warp Rifts are explained later(page 9).
Scouting Known Tiles
Forces wishing to move must always scout first, even if they know the contents of the tile. Any roll but an event is ignored. If you scout a tile that has an enemy force roll a d6. On a 1 the scout ship is
captured and the player reveals his Force’s total points value. On a 2 nothing happens, 3-4 the opponent reveals the exact contents of the total points value of the Force, 5-6 the player must give detailed contents of his Force list.
A Force may move into a tile which it has scouted. If a Force cannot trace a route without crossing an Asteroid Field or Gas Cloud they must make a Route roll. Stars with Metropolises Planets have great trade routes and if there is a Metropolis on a tile with an Asteroid Field or Gas Cloud then crossing is made automatically. On a route roll of 1-2 no route is found, 3-4 the route is perilous (1-2 lose d6 x 20 points, 3-4 lose 1 Supply, 5-6 Safe), 5-6 they find a safe route.
Two enemy Forces on the same tile are engaged in battle (unless a gas cloud or Asteroid Field separates them). Players are recommended to use their Forces to play a game of Battlefleet Gothic. If they choose they can decide that their troops land on a nearby planet to fight there.
Independent Settlements receive points based on their size. D6x100 for a colony, d6x200 for a Star Base, d6x300 for a Metropolis. They will always Battle the player if they are a colony or have more points than them, otherwise they will retreat to their planet and a Siege will begin.
Any time an attacker enters a tile where the defender has a Force and either a Star Base or a Metropolis the defender may chose to either fight a Battle or retreat for a Siege.
The attacker than can chose to engage the enemy and Siege them, or return to the tile that he/she came from. The attacker may split his force into two smaller forces, allowing one to siege and the other to move back where they came from. Remember the minimum size for a force is 500 points.
While a Star is under siege no Force from either side may move through it. They move into the tile but may only leave the way they entered. Sieges can last many campaign turns, and the besieging force may chose to leave at any time. The besieged may also spring forth and attack the besieging forces.
Metropolises can have up to 3 forces garrisoned at once, Star Bases may have up to 2. Planets are fortified and always have ground forces to keep the populace in line or have a group of fresh recruits. To represent this the garrisoned Forces points values are multiplied by x2 for Metropolises or x3 for Star Bases.
Siege fights are usually done by ground troops, so using the rules Warhammer 40k is recommended. If the player wish they can instead fight the appropriate “planetary assault” Battlefleet Gothic mission.
If the besieging force has capital ships (for BFG) in their Force they may chose to bombard the planet before and during the assault. To represent this roll a d6, 1-2 nothing, 3-4 minor damage (barrage 3), 5 major damage (barrage 6), 6 major breach (10” Blast). The bombardment all have S8 AP3 and arrive on
the table like reinforcements starting at a 5+ on turn 1 (they only happen once). barrages scatter d6 inches, and the 10” blast scatters 2d6.
If neither player attacks then the Forces must use their Supplies to survive, No subsistence can be gained! Once the besieged player has run out of supplies he can no longer feed his civilian population, roll a d6, on a 4+ nothing happens, on a 2-3 the Garrisoned Force is removed from the Planet and placed in the nearest friendly tile, on a 1 the Force is lost entirely.
A defeated Force leave behind all baggage.
A siege can end at any time if the player can come to terms.
The attackers raze everything to the ground gaining supplies equal to the planets subsistence value. Colonies, Star Bases, and Metropolises are all destroyed and the planet becomes barren. A roll can be made in the Building Season to restored the planet back to capacity.
Fleets and Ground Troops gain and lose their units in different ways. Models removed as casualties in a Siege may only be injured or incapacitated but not slain. Ships hulls can be repaired and new escorts can be requisitioned.
After every fight with Ground Troops both players involve roll a d6 (+1 if you won, -1 if you lost)
After every fight with a fleet, damage points can be recovered determined by how many planets you have under your control. Critical damage is repaired automatically. Capital ships can use the repair points to bring themselves back to full and Escort squadrons can buy back each member in their squad for 1 point each. Your Capital Star gives 3 repair points, Metropolises give 2, and Star Bases and Colonies give 1. Every planet you control that also has an abundance of raw materials adds an additional +1.
Forces with either a fleet or ground troops below 500 points must combine with other forces if possible. Units within the Forces may be reorganized so that they are at full strength, but may not break the normal rules for special weapons and squad size. All Forces may only have 6 Supplies, all excess is lost. Forces may stockpile Supplies on friendly planets, but those planets also may not have more than 3 Supplies if a colony or 6 if a Metropolis/ Star Base.
While Fleets and Ground Troops start out at the same points value in a Force, because of casualties it may not remain the same for long. Lost ships and troops may be purchased in the building season.