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Some more complex rules that I wrote for Warhammer 40k/Apocalypse/Planetstrike campaigns than given in the rulebook. The idea is based on dawn of war (the game) movement in campaigns. It allows you to control vast armies with less miniatures (as you can fight 10 subsequent 2000pt games:20000pts) to form proper wars.
Sorry its in a rather mixed up order, only just wrote it and wanted feedback before I neatened it up.
The campaign has two modes:
1). The first mode is the general’s overview, where he moves all his armies, adjusts his provinces and trains troops.
2). The second mode is the battle mode, where armies fight each other.
This mode has 3 phases
1). Province settings adjustment
Province settings adjustment
Provinces have 3 settings: train, build, and collect.
If a province collects that turn, it gains the amount of resource stated on the map.
If a province builds that turn it can build any of the buildings stated in the table below
Building Level Cost Ability
Barracks 1 200 Allows training of troops
2 250 Allows training of elites
3 250 Allows training of fast attack
4 250 Allows training of heavy support
5 500 Allows training of Hqs
Resources 1 300 Doubles previous resource collected from province
2 1000 Doubles previous resource collected from province
3 2500 Doubles previous resource collected from province
Auxiliary Support Production Facility Hq 1500 Allows training of apocalypse formations/units
Bastion Infinite 200 Grants a bastion
2 50 Adds a Icarus lascannon upgrade
Aegis Defence Line Infinite 100 Grants 2 Big and 2 Small
Skyshield Landing Pad/Eldar Webway/Necron portal Infinite 250 Skimmers, flyers and units with the deep strike special rule may move freely between skyshield landing pads
Quad-Gun/Twin-linked Scatter Laser/Necron Destroyer gun Automated Turret Infinite 25 Grants a Quad-Gun Automated Turret
Icarus Lascannon/Bright Lance/Necron Heavy Destroyer gun Automated Turret Infinite 35 Grants a Icarus Lascannon Automated Turret
Baneblade Cannon/Pylon cannon Automated Turret 1 300 Grants a Baneblade Cannon Automated Turret
If a province trains that turn it may build any number of units (type based on barracks) for the point cost of that unit. The army formed can be joined with another army present on the province or be added to the database as a new army. Units with the Deep Strike special rue may start in any province on the map- enemy or foe.
Each army may move one province for every 6 inches the slowest unit inside it can move. For each movement, an army has to pay a 100th of it points in resources.
Difficult provinces require double the usual amount of resources to move onto and off.
Dangerous provinces require each unit in the moving army to roll a D6. On the roll of a 1 it is removed.
Impassable provinces cannot be moved onto (or deep-struck onto).
If an army moves onto a province it captures it.
If an army moves onto/through a province with an enemy army on it, it stops and prepares for battle.
If an army moves onto a province with a friendly army on it, they can choose to exchange units.
During this phase, a player can call down an orbital bombardment for 1000 resources. The bombardment is placed on a province by the user. The scatter dice is rolled and the bombardment moved in the given direction by one province.
For every building hit, the province owner rolls a D6. On a 4+ it is destroyed. Do this for each level of a building and destroy them in order.
For every unit in an army present, the army owner rolls a D6. On a 5+ it is removed.
When an army moves onto the same province as another army they prepare for battle. At the end of a game turn (when all players have completed the 1st mode), battles are fought.
There are several different scenarios for deployment covered in the table below.
Owns Province Moved onto province
Moved onto province The owner uses pitched battle, the attacker uses dawn of war Pitched Battle deployment
Deep Strike Planetstrike rules for reserves and deep-strike are used. No stratagems or special win-conditions. The player moving on the province uses pitched battle deployment. The deep-striker uses planet-strike attacker rules for deep-striking and reserves.
If both armies deep strike both use the Planetstrike rules as if they were attacking (no stratagems or special win-conditions).
If 3 or more armies are present on the province, do the following.
If an army has no Hq it retreats. For every army with an Hq the owning player rolls a dice and adds their Hq’s leadership. The highest result gets to choose whether he allies with the forces available or fight with the winning army after its original battle.
For every player over 2 players, one more gets to choose.
If it is a draw reroll the two equal values.
E.g. 5 players move onto a province. One has no leader so retreats to his nearest province. The other armies roll off and score 15, 13, 13, 12. The two 13s then reroll scoring 13 and 14. The 15 and 14 then get to choose whether to ally or scavenge, with the lower value choosing first. 14 chooses to scavenge but 15 chooses to ally with 12.
The allied players deploy and fight as if they were one army.
If multiple armies from the same player are moved onto a province they are treated as separate for when 3 or more armies are present on the province, but deploy and fight as if they were one army.
Different provinces use different win conditions.
The units in an army and its position must be recorded at the end of each game turn. To do this the army should be given a name (which could be a single number or a more fluffy name)
An army without an Hq suffers from -1 leadership.
Armies have 17 spaces to fill. These can be distributed into the usual 2 hqs, 6 troops, and 3 heavy support, fast attack and elites or any other combination. Each section can only be filled to double its space in the force organisation chart used for standard battles (allowing at maximum, 4 Hqs, 12 troops, 6 elites, 6 fast attack or 6 heavy support). Apocalypse units/formations fill one slot.
All provinces will be normal, difficult, dangerous or impassable.
All provinces will have a resource value that is collected at the end of the turn by the owning player.
Each province is either neutral, or owned by one of the players.
The province’s buildings must be recorded when required.
The Hq province starts with 2500pts worth of upgrades and grants +1 leadership to any unit fighting there.
The Hq province may build special/unique/named characters automatically.
The Hq province(s) are any provinces a player starts with.
After all gains/uses of resources the new value must be recorded in a player’s resource value (RV).
One per army. If a special character loses all his/her/its wounds in battle then it cannot be used for the rest of the campaign.
The campaign is meant for 3+ players. A player must possess at least 3000pts of their army(s if they can ally).
Each player starts with two provinces/3000pts armies (based on their choice/fluff).
Any unit when built can be placed in reserve. This means that the unit is kept safe from all damage (record all units in reserves). If the unit does not have the deep-strike special rule it must leave reserves via the Hq province(s). If a unit has the deep-strike special rule then it may leave reserves anywhere on the map. (Reserves is used to represent the unit being brought in from orbit. It is best used to allow deep-striking armies to function).
Sorry about the messed up table, the first row is the name, the second is the level (hq means only the hq provinces can build it, infinite means you can build more than one), the third row is the cost and the fourth row the function.
Comments and critiscisms welcome and wanted.