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Table of Contents
40K Campaign Core Rules: - 2 Mobile Force - 7
Stationary Force – 7
Introduction - 2 Specialties - 7
DM(Dungeon Master) -2 -Mechanized - 7
-Airborne - 7
Campaign Mechanics: - 2 -Foot Slogger - 7
Assets - 2 -Saboteur – 7, 8
Armies Allowed – 2 -True Grit - 8
Strategic Resource - 2 -Iron Discipline - 8
Resource Slots - 2 -Hardened Fighters - 8
Slot-less Units - 2 -Eagle Eye - 8
Fortification Resource Slots - 2 -Die-Hards - 8
Lords of War Resource Slots - 2 -Jungle Fighters - 8
-Paragon - 8
Campaign Map: - 3 -Xeno-Hunters/Vendetta - 8
Planets – 3 -Fortifiers - 8
Map Locations - 3 -Siege Masters - 8
Conquering - 3 -Harvester - 8
Controlling - 3 -Warmonger - 8
-Garrison Location - 3 -Raiders – 8
-Relic Location - 3
-Fuel Depot Location - 3 Turn Sequence – 8
-Manufactorum location - 4 -Move – 8
-Mining Location - 4 -Battle – 8
-Mechanicus Forge Location - 4 -Results – 9
-Biosphere Location - 4 -Requisition/Allocation – 9
-Orbital Dock/Space Port -End - 9
Location - 5
-Headquarters Location – 5 Setup - 9
Movement -5
-Moving on a Planet - 5 Missions: - 9
-Moving Planet to Planet - 5 Defender - 9
-Occupied vs Unoccupied - 5 Attacker - 9
-After Battle Movement – 5,6 Off Guard - 9
Hit Them Hard - 9
Your Army: - 6 On My Terms - 9
Campaign HQ (CHQ) - 6 Mission Type - 9
CHQ Death Chart - 6 Strategic Withdrawal - 9
Restoration - 6
Gods of War - 6

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40K Campaign Core Rules:

Introduction:
This will be a Conquest and Narrative based campaign. That said, the Conquest aspect will be the
mechanics behind the campaign; as the narrative will be the fluff and the flavor to the missions and
rules.
DM (Dungeon Master): Select a DM for the Campaign; their job will be to moderate the odd ball
situations. Remember this is a fluff based campaign with structure; there are situations that a
DM will be required to iron out if they arrive. Remember DM you can play in the campaign but
you must judge and handle these matters biasedly. (Ex: 3 players attack one player, and all at
different Map Locations, this would mean the defender has 3 games to play plus his move as
attacker. The DM can talk to them to see, how they want to proceed such as; one big game,
someone decides to ally for a parley, etc. Also make sure all parties are sure of what happens at
the end result for winning, drawing, or losing.)

Campaign Mechanics:

Assets:
Armies Allowed: You may take Battle-Forged, Unbound, Formations, and Forgeworld units/armies.
Strategic Resources: These are as described in the Apocalypse Expansion. These resources can be used
for not only just “Strategic Asset Cards” but also for the “Restoration” of your CHQ, and “Attacker” buffs
as described later on.
Resource Slots: “Resource Slots” are Force Organization Slots that have a max point value assigned to
them. If a unit using the “Resource Slot” is fully destroyed that slot is also destroyed and may not be
used again. You will gain more “Resource Slots” each Campaign Turn and can allocate them to your
“Stationary Forces “or “Mobile Force.” Once a “Resource Slot is allocated to a “Stationary Force” or
“Mobile Force”, it may not be reallocated. If you wish to take a unit that exceeds the “Resource Slots’”
point limit you may merge two slots together to add the point limits per “Resource Slot” together. If you
do merge “Resource Slots” and the unit using it is destroyed then both slots are destroyed as well.
Resource Slots point values and types are as follows.
CHQ=400pts HQ=300pts Troop=300pts Fast Attack=300
Elite=300pts Heavy Support=300pts Fortifications=300pts Super Heavy= 800pts
Gargantuan Massive Lords of War=400pts
Creature=800pts Fortification=600pts
Slot-less Units: If a unit does not take up a Force Organization Slot it will still use a “Resource Slot”, as
normal, of whatever type it is; however, these units if destroyed will not destroy the “Resource Slot”
they used for the battle.
Fortification Resource Slots: Stationary: When you use a Fortification/Massive Fortification Resource
Slot in a battle it remains on that “Map Location” until it is either fully destroyed or an opponent
conquers that “Map Location”, in which case it counts as being destroyed. This is regardless of whether
it is part of your “Mobile Force” or “Stationary Force.”
Lords of War Resource Slots: To clarify; this is any Lord of War that is not a Super Heavy, Gargantuan
Creature, or Massive Fortification.

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Campaign Map:
Planets:
To give the campaign a more narrative nature, there are planets, and each has their own lore and rules.
This will break the traditional play style and comforts of players. This will make you think out of the box
and use units you normally wouldn’t and employ tactics that a traditional battle wouldn’t call for.
Information on the planets will be provided later so players can read there lore and rules. You can even
home brew you own planets and rules. On each Planet there will be “Map Locations” that will represent
the locations of your army and territory during the campaign.
Map Locations:
Let’s talk about how you gain more “Resources Slots” and what “Map Locations” will give you what you
need to build your army. When you first conquer a “Map Location” you gain more than if you are to just
control a location. That being said controlling a “Map Location” is worth its while by providing a steady
supply of “Resources Slots”. “Map Locations” also grant the controlling player a special ability if a battle
is fought upon them. Additionally this will stack with the planetary rules as well, if any.
Conquering: You conquer a “Map Location” by winning a battle on it as the attacker or by
moving onto it, if it is not controlled. You may conquer it only if you do not already control the
“Map Location.”
Controlling: Once you’ve conquered a map location you then control it. Your “Mobile Force”
does not have to stay on the “Map Location”; just make sure you show/remember it’s yours
with a maker of some sort. You will generate resources for controlling this location once per
campaign turn. You will no longer control it if someone else conquers it.
Garrison The Garrison Location is the most generic of the “Map Location.” It simply
supplies troops and ammo.
Location:
Conquered D3+1 Troop Slots
Controlled 2 Troop Slots a Campaign turn
Ability Arm the Troops: While fighting a battle on these “Map Locations” the
controlling player’s “Troop” units can reroll any failed to hit rolls of a 1.

Relic Location: The Relic Location is less common it supplies better trained, hardened
troops, as well as rare items.
Conquered 2 Elite Slots or 1 Lord of War Slot
Controlled D3 Elite or 1 HQ Slots a Campaign turn
Ability Worshiping Our Gods: While fighting a battle on these “Map Locations” the
player who controls it selects a piece of terrain or places a piece of terrain to
represent a Relic. The Relic has the following rules: All units of the “Map
Locations” controlling player that are within 9” of the Relic may reroll failed
morale checks.

Fuel Depot The Fuel Depot “Map Location” allow armies to field quick units.
Location:
Conquered 2 Fast Attack Slots
Controlled D3 Fast Attack Slots a Campaign turn
Ability Fast and Furious: While fighting a battle on these “Map Locations” the
controlling player’s units that can “Turbo Boost” can move an extra 2” when
they do so.

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Manufactorum The Manufactorum “Map Location” is a smoke choked factory that can
churn out vehicles and recourses like non-other. It also can construct the
Location: huge shells and munitions that the starships and frigates use to bombard
planets.

Conquered 2 Heavy Support Slots


Controlled D3 Heavy Support Slots a Campaign turn
Ability Orbital Bombardment: While fighting a battle on these “Map Locations” once
per game the controlling player may use the “Bombardment” strategic asset
from the Apocalypse book.

Mining Location: The Mining “Map Location” is able to produce enough rockcrete and steel
plaster to manufacture bunkers and fortifications of all sizes.
Conquered 2 Fortifications Slots or 1 Massive Fortification Slot
Controlled 2 Fortification Slots
Ability High Resources: The controlling player of this “Map Location” counts all of his
Resource Slots as having 25pts extra to their points limit. This will stack with
any other modifiers to your “Resource Slots.”

Mechanicus The Mechanicus Forge “Map Location” is a huge place where the secrets of
the machine are hidden and produced into war machines of mass
Forge Location: destruction.
Conquered 1 Super Heavy Slot
Controlled 1 Super Heavy Slot, or 1 Massive Fortification Slot, or 1 Lord of War Slot every
other Campaign turn starting from the turn this “Map Location” was
conquered.
Ability Machine Spirit: While fighting a battle on these “Map Locations” all players
may, once per battle, restore one Hull Point on each vehicle up to its starting
number of HP.

Biosphere The Biosphere Location is a lush area of biological resources and growth.
Location:
Conquered 1 Slot chosen from the following Troop, Fast Attack, Elite
Controlled 1 Slot chosen from the following Troop, Elite, Fast Attack; or 1 Gargantuan
Creature Slot ever other campaign turn starting from the turn this “Map
Location” was conquered; or 1 Lords of War Slot.
Ability Rapid Growth: While fighting a battle on these “Map Locations” all
Monstrous Creatures and Gargantuan Monstrous Creatures gain the “It Will
Not Die” USR, if they already have this rule the roll improves by one (Max.2+).

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Orbital The Orbital Dock/Space Port “Map Location” is a vital point to any
campaign, allowing the bulk of most armies make planet side. It also is what
Dock/Space Ports allows them to retreat or leave from the planet instead of being trapped.
Location:
Conquered 1 Fast Attack Slot
Controlled Nothing
Ability Landing Zone: While fighting a battle on this “Map Location” both players add
+1 to their “Reserve” rolls. This will stack with any other bonuses. (Max. 2+)

Headquarters The Headquarters “Map Location” is the most important by far; it is your
army’s foothold in the campaign. If conquered it will be … your DOOM! As a
Location: “Map Location” with such importance it comes with some key abilities and
drawbacks, so protect it at all costs.
Conquered Destroy the enemy player whose HQ is located here. You now have two HQ
“Map Locations” and both must be conquered in order to remove you from
the campaign.
Controlled Unlike the other “Map Locations” your HQ generates one “Strategic Asset
Card” per campaign turn from the “Apocalypse/Apocalypse War Zones”
supplements, of your choice, as long as you meet its requirements. You also
gain one “Strategic Resource” per campaign turn.
Ability Come the Apocalypse: All battles fought on a Headquarters Location must be
3000 points or more. This “Map Locations’” “Stationary Force” also comes
standard with “Resource Slots” equal to that of the Standard Battle-Forged
Force Organization Chart.

Movement:
Your Mobile Forces can move across the campaign map whether it be from planet to planet, or across
the planets’ surface. The following will give you the information on how to move across the map.
Occupied vs Unoccupied: If a “Map Location” is controlled or has a “Mobile Force” on it for any
reason it is considered occupied. If this is the case, and you move your “Mobile Force” onto it, a
battle will be fought, whether it is against a “Stationary Force” or “Mobile Force”. If you win the
battle you have conquered the “Map Location.” If the “Map Location” has neither a “Stationary
Force” nor “Mobile Force” on it and you move onto it you conquer it.
Moving on a Planet: Your “Mobile Force” may move to any of your controlled “Map Locations”,
as long as there are no unoccupied or opponent controlled “Map Locations” in your path of
travel from its current “Map Location” to its destine “Map Location.” Otherwise, your “Mobile
Force” may move to any adjacent “Map Location” (Controlled, Unoccupied) from its current
“Map Location.”
Moving Planet to Planet: Unless a rule state otherwise, this may only be done by using the
Orbital Dock/ Space Port locations. To leave a planet you must, at the start of the campaign
turn, control an Orbital Dock/Space Port location and have your “Mobile Force” at that “Map
Location.” If these requirements are met, you may move your “Mobile Force” to any other
Orbital Dock/Space Port Location on the campaign map. If that map location is occupied battle
accordingly, if not you have conquered it.
After Battle Movement: Once movements and battles have been carried out your “Mobile
Force” will remain on its current “Map Location” until next campaign turn. If your “Mobile
Force” is defeated in a battle then it immediately moves to the nearest “Map Location” you

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control. If this is not Possible you then move to the nearest uncontrolled “Map Location”, and if
that is not possible your opponent then picks and adjacent “Map Location” and places your
“Mobile Force” there. “Stationary Forces” that lose a battle do not move “Resource Slots” but
are destroyed instead, including extra “Resource Slots” allocated to them.

Your Army:
Campaign HQ:
Your Campaign HQ (CHQ) is your Warlord, Commander, Hive Mind, Archon, Demon Prince, etc. Hi/she is
the one conducting your attacks and represents you on the battlefield. Before the campaign begins
designate one HQ “Resource Slot” to be your Campaign HQ (CHQ). This slot can never be destroyed
and can only be one unit type for the rest of the campaign, although the build of that unit can be
changed for each battle, such as wargear, stats, etc. (Ex: You choose your CHQ to be a Chapter Master;
for the rest of the campaign your CHQ can only be a Chapter Master. However, for each game he may
choose different wargear, weapons, etc.) If your CHQ unit is destroyed in battle, roll on the CHQ Death
Chart to determine the outcome.
D3 CHQ Death Chart:
•Your Opponent has captured your CHQ slot. You may battle the "Mobile Force" that
captured your CHQ in an appropriate battle to get him back; otherwise you have lost the

1 ability to use that CHQ "Resource Slot ." Your CHQ will remain with the "Mobile Force
"that has slain him/her until you retrieve your CHQ. Also you may not gain any
"Resource Slots" or use controlled "Map Location" abilities as long as your CHQ is not in
your "Mobile Force."

•Your CHQ has not only been physically wounded but his pride has been damaged as

2 well. Your CHQ takes -1 from both LD and Wounds (Min. of 1) for the rest of the
campaign. This will stack if this result happens more than once or with any other
modifiers your CHQ mayhave. Instead, for CHQs that are vehicles -1 HP for the rest of
the campaign.

•Your CHQ has been gravely wounded but not enough to stop him from leading his troops. Your

3 CHQ takes -1 from both WS and BS (to a Min. of 1) for the rest of the campaign. This will stack if
this result happens more than once or with any other modifiers your CHQ mayhave. Instead, for
CHQs that are vehicles, -2 to any Armor Values divided as you choose for the rest of the campaign.
(Count SA as two separate values)

Restoration: At the cost of 1 Strategic Resource, and not using your CHQ for one Campaign turn in
battles, your CHQ can remove up to two negative modifiers that are a result of the CHQ Death Chart.
(Ex: AV&BS or AV&AV or LD &W, etc…)
Gods of War: The CHQ has one more unique aspect to them. Unlike rest of your Resource Slots the CHQ
may move between your “Stationary Forces” and “Mobile Force”, as long as it is on the same planet.
Clearly state where your CHQ will be when you allocate your “Resource Slots” for that campaign turn. If
your CHQ is fielded with your Mobile Force you gain the “Inspiring Presence” Warlord Trait in addition
to any others you may have.

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Mobile Force:
Your Mobile Force is the army that actually moves on the campaign map. Typically this is where your
CHQ will be (but is not required to be) and where most of your gained “Resource Slots” will go in order
for you to make war. On the campaign map this will be represented by an icon or marker of some sort.
Since your “Mobile Force” move, see Campaign Map: Movement for details. Each player will start the
campaign with the following “Resource Slots”: 1 CHQ Slot, 3 Troop Slots, and 1 Slot chosen from the
following – Fast Attack, Heavy Support, or Elite. You are only allowed one “Mobile Force” at any one
time.

Stationary Force:
A Stationary Force is the resources that are in place to protect a controlled Map Location. A controlled
“Map Location” grants 4 Resource slots to be used in a battle on that “Map Location” only. To
determine what type of “Resource Slots” these are, look at what “Resource Slots” the “Map Location”
gives for being controlled; you may choose from these “Resource Slot” types only, but in any
combination. (Ex: An opponent moves onto a Biosphere Location that you control, you may choose 4
Resource Slots from Troop, Elite, Fast Attack, or Gargantuan Creature Slots, in any combination, to be
your “Stationary Force”. This could be 2-FA, 2 TRP or 4 Gargantuan Creatures, or 1 of each slot, etc.)
In addition, when you gain “Resources Slots” from “Map Locations” you can allocate any number of
“Recourse Slots” gained, to any “Map Location” you control on any planet. This allows you to defend
with more than just the allotted “Recourse Slots”. Once “Recourse Slots” are allocated to a “Map
Location” you may not reallocate them in following campaign turns. Also note that these additional
“Resource Slots” are destroyed as normal.
Specialties:
This campaign is designed to spec out your army to what you have always desired it to be. Whether that
vision is an all mechanized, all foot slogging, airborne or even a sabotage theme. A player will choose
their “Specialties” before the campaign begins. With a quick game a player can test these “Specialties”
with their play style before they commit. Once the campaign starts you cannot switch “Specialties” and
they remain active for the duration of the campaign. The “Specialties” affect both the players
“Stationary Forces” and “Mobile Force.” Each player must choose 3 “Specialties” from the following
list.

Mechanized An army that uses this rule must start all non-vehicle units, if able, in a transport
or vehicle that can carry units. Units that are not starting the game in a vehicle
are placed in reserve. Also, transport vehicles only, are 10 points less. (Cannot
have Airborne or Foot Sloggers)
Airborne An army that uses this rule picks 3 units that are not: Tanks, Bikes, Cavalry,
Chariots and Artillery; those 3 units gain the Deepstrike rule. If a unit chosen
already has the Deepstrike rule they scatter 1D6 instead of 2D6. Finally you may
enter a planet on any Garrison tile and not just the Orbital Dock/ Space Port
Locations. (Cannot have Mechanized or Foot Sloggers)
Foot Sloggers You cannot use transports. Anytime a unit suffers one or more wounds, that unit
may move D6” in any direction. This move is done immediately after the
shooting phase before assaults are declared. Units falling back and that have
gone to ground may not benefit from this rule. (Cannot have Mechanized or
Airborne)
Saboteurs After deployment but before the first game turn roll for D3+1 Sabotage
Counters. You may remove one hull point from any model in your opponent’s

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army per Sabotage Counter. You may choose a model even if it is not deployed
on the table first turn. However, you may not choose the same model twice; also
leftover counters are discarded.
True Grit Armies with this “Specialty” always count as having an additional Close Combat
Weapon. However units in this army do not get any charge bonuses to the
number of attacks they get.
Iron Discipline All units in this army benefit from the following; a unit gains +1 LD and +1 INT (To
Max of 10) as long as each model in the unit is in base contact with at least 2 or
more models of the same unit.
Hardened Fighters You may purchase the following upgrade for 10 points per unit; that unit gains
+1 WS. (This does not affect joined Characters.)(Cannot take Eagle Eyes)
Eagle Eyes You may purchase the following upgrade for 20 points per unit; that unit gains
+1 BS. (This does not affect joined Characters.)(Cannot take Hardened Fighters)
Die-Hards All units in your army have the “Stubborn” USR.
Jungle Fighters You may purchase the following upgrade for 5 points per unit; the unit has the
“Outflank” USR that is modified to letting the unit enter from the edge of any
terrain piece designated as woods, jungle, or forest. Also the unit has the move
through cover USR for terrain designated as woods, jungle, or forest. These
terrain pieces must be confirmed before the battle begins.
Paragon You may use 1 unit from a Codex/Supplement/Dataslate that is not the same as
your Primary Detachment and add it to your army. If you do this, your army is
still considered Battle Forged.
Xeno-Hunters / Before the campaign begins choose one Codex/Supplement; this choice will
Vendetta remain the same the entire campaign. Your army has the “Preferred Enemy”
USR against the chosen Codex/Supplement.
Fortifiers Once per battle, one fortification you use gains one additional upgrade for free.
Also you may choose any two pieces of terrain and improve their cover save by 1
(Max 2+)
Siege Masters All weapons from your army are AP1 and have the “Tank Hunters” USR when
firing at buildings and fortifications.
Harvester Any time your “Mobile Force” wins a battle, you may choose two “Resource
Slots” from your opponent/opponents that were fully destroyed, and add them
to your “Mobile Force.” When you Conquer a “Map Location” you receive -1
Resource Slot then what you would normally get.
Warmonger Your Warlord may roll any number of times on any eligible Warlords tables,
however, for each time after the first you must reduce one of your Warlords
following stats, WS/BS/LD, by 2. This lasts only for the duration of the game he
chooses to do this and resets their stats back to normal before another game is
played.
Raiders All units in your army have the “Night Vision” USR. You may also choose
whether the night fight rule is in effect or not, you do not have to roll for it.

Turn Sequence:
Move – this is all simultaneous, so it’s easier to make it blind, but it’s at the DM’s
discretion he can do this by initiative, a roll of each turn, a set rotation, etc.
Battle – play out the battles and refer to the DM for any odd ball situations.

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Results – After battles, make the push back moves and have everyone record results of
armies, wins/loses, CHQ status, conquered locations, battle reports, etc.
Requisition/Allocation – Calculate what you gain from all controlled map locations.
Then allocate gained “Resource Slots” on your “Stationary Forces” or in your “Mobile
Force.” Record all of these moves for future reference. If it’s not recorded it didn’t
happen/doesn’t exist.
End – One turn down another to go, repeat the “Turn Sequence.” Remember to record!

Setup: This may vary widely and is based off the group playing or the DM. A good standard is to
set up the map based off of the planets land they present. A good number of “Map Locations”
to start each player with is 4 and a Headquarters Location. After territories are settled, a player
may place their “Mobile Force” on a “Map Location” they control. Setup is complete.

Missions:
Defender: A “Defender” is a player that has a controlled “Map Location” that is being attacked by
another player. Unless the rules state otherwise the following benefits are given to the defender. (This is
due to them bolstering and being ready for anything that may come their way.) The defending player
always gets to set up the terrain and always goes first, unless the initiative is stolen as normal. (Keep in
mind there are other rules, bonuses, abilities that may prevent this.)
Attacker: An Attacker is the player using their “Mobile Force” to conquer another “Map Location.”
Unless the rules state otherwise the following benefits are given to the attacker. (This is due to the fact
that when on the move there force may be more than enough to overwhelm there target.) The Attacker
may choose one of the following abilities at the cost of one Strategic Resource:
Off Guard: add +2 to your “Seize the Initiative” roll. This will stack with any other bonuses.
Hit Them Hard: You may choose one “Resource Slot” of any type and increase its point value by 250
points.
On My Terms: Before deployment, but after the board is setup, you may remove, move, or add D3
terrain pieces. This terrain selected may not be moved, removed, or placed in your opponent’s
deployment zone; and you may not move, remove, or place mission essential terrain/objectives.

Mission Types: There will be an abundance of missions provided. Both players should agree on the
mission and points value; and have it portray the proper theme of the battle. This is a story campaign
make it fun. Also theme the terrain to the battle type and world it is on. Players may also use any
number of their Strategic Asset Cards as long as the requirements to use them are satisfied; state how
many and which you will use before the battle begins.
Strategic Withdrawal: For every battle; at the beginning of Game Turn 4; you may voluntarily move
any number of units off the board edge. Any unit that moves off the table in this manor counts as being
destroyed for purposes of the mission but will not destroy the “Resource Slot” it used for the battle.
Units that are in reserve must arrive before they can withdraw unless they are still in reserve by Game
Turn 4; if they choose to withdraw at that point they may not enter play at all. Also units falling back
cannot voluntarily withdraw.

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