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Main Objective

Play will last two months, or until one of the two victory conditions are met:

1. Any player controls 10 Locations on the campaign map;


2. OR One player’s last location is eliminated from the campaign map. When the campaign ends,
the player with the most territories under his control wins.

Starting Army Deployment


First Deployment is determined randomly. Players place a marker for their first territory in the order of
deployment. They may not choose any location that has more than one special icon, or locations adjacent
to such a location. They also may not place their first location within two spaces of any other player’s first
location.

Special icons are Fortifications, Critical Locations, Production Facilities, and Special Locations.

Sequence of Play
The campaign is fought over a number of rounds; one round each week. Ideally - all players must be
present for each round - although it is possible to arrange instructions beforehand if a player is
unavoidably absent. In each round all players work their way through the following play sequences:

1. Events Phase
2. . Revenue Phase
3. . Challenge Phase
4. . Battle Phase
5. . Spoils Phase

All players must finish each phase before moving on to the next phase. Before the end of each
round (evening of play), each player must play a Warhammer 40K game and resolve their spoils
phase before their next round can proceed. In each phase, priority goes to the player with
smaller territory (fewer victory points). Ties are won by the player with the most Resource
Points.

Events Phase Each

player picks one event from the event chart (below). You may not pick an event that another
player has chosen unless all the events have been taken. You may pay 20 Resource points from
your treasury to pick an event that has been picked. Once all events have been taken at least
once, you may pick any event of your choice, even if it has already been taken.

Roll From Imperium Vigilus Vigilus Defiant page 127


Revenue Phase
Resource Points are added to the player's treasury each round and can be spent or saved and used in
future rounds. Each player, and the coordinator, will keep a record of their Resource Points. Each player
generates 1d6 x 10 Resource Points each round. If the player controls production facilities, they add an
additional 1d6 x 10 Resource Points to their treasury each round.

Challenge Phase
Each player must issue a challenge to another player, starting with the player with the smallest territory
(the player with the fewest victory points). The challenger and the challenged must fight a Warhammer
40K battle in the battle phase. A player who has been challenged cannot issue a challenge that round - his
army is already committed to battle!

Forming a Team

You may challenge a player who has already been challenged to a battle.The player who has been
challenged can choose to either fight one battle against all his challengers (see team battles), or he can
fight a series of one-on-one battles against each of his challengers in turn (see multiple battles). Any
number of players can form a team in this way.

Breaking up a Team

A player can challenge a player who is already part of a team - this will break up the team. For example, if
Andy and Phil formed a team against Bob, Max could challenge Andy, forcing Andy to play another game,
breaking up the team. When this happens, the player you have challenged fights a battle with you,
leaving the remaining team member(s) to fight their opponent. So, carrying on our example, if Max
challenges Phil, then Max and Phil fight a battle, leaving Andy to fight against Bob.

Battle Phase Players


can agree to fight battles of whatever size they find convenient. There is no pre-set size or standard army
list. Play Warhammer 40K games as you normally would between 500 pts and 2000 pts. However, point
values can be altered with resource points (discussed below).

Games follow the random mission format on Tables Below

Mission type

roll Mission type


1 Crucible of war
2 Eternal war 8th Edition Rulebook
3 Maestrom of war Edition Rulebook
4 Eternal war Chapter Aproved 2017
5 Maestrom of war Chapter Aproved 2017
6 Planetsrike
7 Stronghold Assault
8 Cities of Death Narrative Play
9 Eternal war Chapter Aproved 2018
10 Maestrom of war Chapter Aproved 2018
11 Echoes of war

Cities of Death Narrative Play

Roll Mission book Page

1 The Gauntlet Chapter Aproved 2018 38

2 Total Devastation Chapter Aproved 2018 39

3 Relief Force Chapter Aproved 2018 40

4 Grand Assault Chapter Aproved 2018 41

5 Thunder Ruin Chapter Aproved 2018 42

6 Decapitation Chapter Aproved 2018 43

Echoes of War

Roll Mission book Page

1 The Delta Aflame Imperium Vigilus Vigilus 142

2 The Angels of Death Imperium Vigilus Vigilus 144


Decents
3 Forlon Charge Imperium Vigilus Vigilus 146

4 Behead the Viper Imperium Vigilus Vigilus 148

5 Breach of Quarantine Imperium Vigilus Vigilus 150

6 Carnage in the Spire Imperium Vigilus Vigilus 152

Crucible of war

Roll Mission book Page

1 Meat Gr 8th Edition Rulebook 196

2 Ambush 8th Edition Rulebook 198

3 Patrol 8th Edition Rulebook 200


4 Blizt 8th Edition Rulebook 202

5 Sabotage 8th Edition Rulebook 204

6 Rescue 8th Edition Rulebook 206

7 Convoy Imperium Vigilus Vigilus 130

8 Hold Your Gains Imperium Vigilus Vigilus 132

9 Strom the Lines Imperium Vigilus Vigilus 134

10 Exraction Imperium Vigilus Vigilus 136

11 Runnig Battle Imperium Vigilus Vigilus 138

12 Data Recovery Imperium Vigilus Vigilus 140

Eternal war 8th Edition Rulebook

Roll Mission book Page

1 Retrival 8th Edition Rulebook 218

2 NO Mercy 8th Edition Rulebook 219

3 The Scouring 8th Edition Rulebook 220

4 Big Guns Newer Tire 8th Edition Rulebook 221

5 Secure And Control 8th Edition Rulebook 222

6 The Relic 8th Edition Rulebook 223

Maestrom of war 8th Edition Rulebook

Roll Mission book Page

1 Cleanse and Capture 8th Edition Rulebook 230

2 Contact Lost 8th Edition Rulebook 231

3 Tactical Escalation 8th Edition Rulebook 232

4 Spoils of war 8th Edition Rulebook 233

5 Cloak and Shadows 8th Edition Rulebook 234


6 Deadlock 8th Edition Rulebook 235

Planetstrike

Roll Mission book Page

1 Planetfall Chapter Aproved 2017 36

2 Desperate Assault Chapter Aproved 2017 37

3 Seize and Destroy Chapter Aproved 2017 38

4 Stranglehold Chapter Aproved 2017 39

5 Forlorn Hope Chapter Aproved 2017 40

6 Planetquake Chapter Aproved 2017 41

Stronghold Assault

Roll Mission book Page

1 Breakthrough Chapter Aproved 2017 48

2 Bunker Assault Chapter Aproved 2017 49

3 All-Out Attack Chapter Aproved 2017 50

4 Crossfire Chapter Aproved 2017 51

5 The Big Push Chapter Aproved 2017 52

6 Last Stand Chapter Aproved 2017 53

Eternal war Chapter Aproved 2017

Roll Mission book Page

1 Front-line Warfare Chapter Aproved 2017 68

2 Resuply Drop Chapter Aproved 2017 69

3 Scorched Earth Chapter Aproved 2017 70

4 Dominate and Destroy Chapter Aproved 2017 71

5 Ascension Chapter Aproved 2017 72


6 Roving Patrol Chapter Aproved 2017 73

Eternal war Chapter Aproved 2018

Roll Mission book Page

1 Vital Intelligence Chapter Aproved 2018 48

2 Narrow The Search Chapter Aproved 2018 49

3 Cut of the Head Chapter Aproved 2018 50

4 The four Pillars Chapter Aproved 2018 51

5 Supplies from Above Chapter Aproved 2018 52

6 Beachhead Chapter Aproved 2018 53

Maestrom of war Chapter Aproved 2018

Roll Mission book Page

1 Disruptive Signals Chapter Aproved 2018 54

2 Decapitation Strike Chapter Aproved 2018 55

3 Strategic Gamble Chapter Aproved 2018 56

4 Tactical Cascade Chapter Aproved 2018 57

5 Visions of Victory Chapter Aproved 2018 58

6 Scars of Battle Chapter Aproved 2018 59

Maestrom of war Chapter Aproved 2017

Roll Mission book Page

1 Kill Confirmed Chapter Aproved 2017 74

2 Targets of Opporturnity Chapter Aproved 2017 75

3 Tactical Cambit Chapter Aproved 2017 76

4 Race to Victory Chapter Aproved 2017 77

5 Sealed orders Chapter Aproved 2017 78


6 Recon Chapter Aproved 2017 79

Determite Battlezone

Roll Battle Zone book Page

1 Nigh Fight 8th Edition Rulebook 252

2 Fire and Fury 8th Edition Rulebook 253

3 Pscyhic Maelstrom 8th Edition Rulebook 553

4 Industrial Worlds Chapter Aproved 2017 106

5 Empyric Storms Chapter Aproved 2017 108

6 Infesation Chapter Aproved 2018 36

7 Conflagration Chapter Aproved 2018 37

8 Pollution Chapter Aproved 2018 37

9 Wasteland Dust Strom Imperium Vigilus Vigilus 154

10 Tundric Blizzard Imperium Vigilus Vigilus 155

11 Warquake Imperium Vigilus Vigilus 1586

12 Geothermal Eruption Imperium Vigilus Vigilus 157

13 Spiressacape Imperium Vigilus Vigilus 158

14 Genesteler Ifestation Imperium Vigilus Vigilus 159

15 Hyperia Hivesprawll Imperium Vigilus Vigilus 161

16 Megaborealis Imperium Vigilus Vigilus 162

17 The Wastes Imperium Vigilus Vigilus 163

18 Oteck Hivesprwal Imperium Vigilus Vigilus 164

19 Mortalwald Imperium Vigilus Vigilus 165

20 Roll two times and


apply both

Army Bonuses
Resource Points:

Players may spend up to 100 Resource Points from their treasury to generate extra points for their army.
1 Resource Points = 1 point (see Revenue). •

Defensive Advantage:

Players who are challenged and control at least one fortification may risk his fortification to gain a 100
point defensive advantage against an opponent. This represents forces left to defend valuable positions.
If you lose your battle (draws don’t count), you lose your fortification. However, you do not automatically
lose your location.

Special Locations:

Other locations on the Campaign map may modify this number, see special rules for the campaign map
for details.

Map Locations:

Map Locations may allow players to use special rules under certain conditions, see special rules for the
campaign map for details.

Multiple Battles

If a player must fight multiple battles in a round, they may use event bonuses they are entitled to in
every battle they fight. However, Special Rules must be purchased every battle. Also, Resource Points
spent in one battle are used up, and may not be used in future battles.

Team Battles

When players fight together as a team, the team must split the total point value of their force between
all the players in the team in a mutually agreeable manner. For example, in a 2,000 point game a two
player team might take 1,000 points each, or one might take 1,500 and the other 500, and so on). Each
player is then allowed to add bonuses to their individual total as described above

Here are some rules and guidelines for playing team games:

Player Control:

Each player in a team controls his own army. Both players move their units in the movement phase,
shoot in the shooting phase, etc.

Targeting Allies:

Units may not charge, shoot or use powers against units controlled by another player in the team, even if
they are beneficial.

Combining Units:

Characters from one player's army aura abilities won’t work units belonging to a team member's army.

Friendly Units:
Only units belonging to the same army count as 'friendly units' for the purposes of the rules.

. Spoils Phase
Earning Campaign points

Players earn Campaign points based on their success in battle:

Lose: 1 Campaign point •

Draw: 2 Campaign points for each player

Victory: 3 Campaign points •

Overwhelming Victory: 5 Campaign points (You must eliminate your opponent’s entire force on the field
or control all objectives on the board to obtain an Overwhelming Victory.

In a team game, all players in a team earn one less Campaign point. For example, if a side wins a victory
each player earns 2 Campaign points instead of 3. If a player fights more than one battle in a turn then
the player must average out the Campaign points for the battles they fought, rounding fractions down.
For example, if a player fights two battles, draws one and scores a victory in the other, he would score (2

Missing Games & New Players Players


who wish to play after the campaign starts will be allowed to take a single territory in an unoccupied
starting space, following the main deployment rules. They will receive a number of Campaign points
equal to the number of weeks the campaign has been running, plus one. This is the equivalence of
drawing one game, and loosing all the others prior to play.

Mercenary Captains
If you are unable to play a battle, or are have multiple battles and would like to focus on one over others,
you may designate a Mercenary Captain to fight your battle for you. The Mercenary Captain must agree
to fight your battle for you. In addition, the Mercenary Captain must have fewer battles this round than
you. Your Mercenary captain CAN NOT activate Army Bonuses described in the Battle Phase. When your
Mercenary Captain finishes a battle you pay him Resource Points. The Mercenary Captains price is equal
to the number of Campaign points won by him multiplied by ten. For example: If a mercenary captain
fights one of your three challenges that night, and wins a draw, you must pay him 20 resource points.

Campaing Scucture
One round is one month
Casualties and Veterans
 After the end of each Battle players must roll a dice for each destroyed unit in their
army.
o On a roll of 4+ that unit has been completely wiped-out and cannot be used in
the campaign again. (must replace for new unit for next battle)
 Players select up to three surviving units that are not characters to gain a veterancy
upgrade from the veterancy table.

1. Starting Campaing
Players choose codex faction (Craftworld, Chaos Legion, Space Marine Chapter,
Astra Militarum Regiment, etc.) all units in army be in chosen faction, exemption for
this rule allies every player may include 20% of their army allies must share least one
faction key word. All units chose previously must be used every battle after there
apparat first time exemption is if unit complexly lost as casualty

2. Patrol Battles rounds -1-3


3. Srtike force Battle Rounds-4-6
4. Army Battles Rounds 7-9
5. Final Battle Apocalypse

Patrol Battles
Players must build Armies that adhere to the following guidelines
o There must be no Battalion/Brigades
o Must follow Hinglander rules (unit can in army only once until all units in same
battlefield roles are there once and so on)
o Only a single Relic may be used in each Army and cannot be used by more
than one Army.
o one custom character use rules from chapter approved 2018
 Characters 0-50 points Legendary hero rules
 Characters 51-100 points Mighty hero rules
 Characters 101+ points hero rules
o First Round 250pts
 no models more than 4 wounds
o Tyranids ignore this one for characters
 no 2+ Save
 no Special Charaters
Second Round 500pts
 no models more than 4 wounds
o Tyranids ignore this one for characters
 no 2+ Save
 no Special Charaters
Thrid Round 750 pts
 no models more than 4 wounds
o Tyranids ignore this one for characters
 no 2+ Save
 no Special Charaters
 The winner of each Patrol Battle must then select the Perk for next three rounds,
knowing he will get a penalty for the mission but the ability to claim a special reward if
for Army battles if he manage to win least two of those rounds.

o Meat Grinder
 Penalty: The opponent has 250 pts more to spend in army points.
 Victory bonus: They gain the Artillery Support perk at the final mission.
o Ambush
 Penalty: They are automatically the defenders, must deploy their
entire army on the table and the enemy gets 4 free mission specific
CP.
 Victory Bonus: They gain the Reinforcements perk at the final mission.
o Blitz
 Penalty: The enemy has a 300pts Patrol Detachment in addition of his
army that arrives at the end of T3 movement phase 6’’ away from any
battlefield edge outside of the fortress and more than 9’’ away from
enemy models.
 Victory Bonus: They gain the Lord of War support perk at the final
mission.
o Sabotage
 Penalty: The enemy has the extra sentries stratagem for free and can
select 2D3 sentries to be entrenched, gaining +1 cover save as long
as they haven’t moved yet.
 Victory Bonus: They gain the Disruptive Tactics perk at the final
mission.
o Rescue
 Penalty: The enemy has the extra sentries stratagem for free and can
select 2D3 sentries to be entrenched, gaining +1 cover save as long
as they haven’t moved yet.
 Victory Bonus: They gain the Legendary Intervention perk at the final
mission.

Srike Force Battles


Players must build Armies that adhere to the following guidelines
o . one custom character use rules from chapter approved 2018
 keep abilites get before
 Characters 0-50 points Legendary hero rules Must roll two times from
tables
 Characters 51-100 points Mighty hero rules Must roll two times from
tables
 Characters 101+ points hero rules Must roll two times from tables
o First Round 250pts
o
o Relic used in the Patrol Missions must be carried by the same characters who
did so in the Patrol Armies.
o Only a single Relic may be added This means that the army can have two
relics at this stage if the Relic bearer survives from a Patrol Battle and takes
part of a Priority Battle as a result.
o An extra, unique, Warlord Trait may be used by a character that did not have
a warlord trait in the Patrol Battles. This means that the army can have two
warlord traits at this stage if the previous Warlord survives from a Patrol Battle
and takes part of a Priority Battle as a result.
o
Fourth Round 1000pts (plus any modifiers and extra forces from penalties)
 no models more than 4 wounds
Second Round 1250pts (plus any modifiers and extra forces from penalties)
 no models more than 8 wounds
Third Round 1500 pts (plus any modifiers and extra forces from penalties)

Army Battles
Players must build Armies that adhere to the following guidelines
o one custom character use rules from chapter approved 2018
 keep abilites get before
 Characters 0-50 points Legendary hero rules Must roll two times from
tables
 Characters 51-100 points Mighty hero rules Must roll two times from
tables
 Characters 101+ points hero rules Must roll two times from tables
o Relic used in the Patrol Missions must be carried by the same characters who
did so in the Patrol Armies.
o Only a single Relic may be added This means that the army can have three
relics at this stage if the Relic bearers survives from Shrike force Battle and
takes part of a Army Battle as a result.
o An extra, unique, Warlord Trait may be used by a character that did not have
a warlord trait in the Shrike force or Patrol Battles. This means that the army
can have two warlord traits at this stage if the previous Warlords survives
from a Shrike force Battles and takes part of a Army Battles as a result.
o
Fitht Round 1750ts
Sitxth Round 1850pts
Seventh Round 2000 pts

If Player wins least two of his army Battle he gets extra 1000pts points for his apocalypse
army.

Final Battle Apocalypse


 Players build a single 5000 pts
o plus one custom character use rules from chapter approved 2018
 keep abilites get before
 Characters 0-50 points Legendary hero rules Must roll two times from
tables
 Characters 51-100 points Mighty hero rules Must roll two times from
tables
 Characters 101+ points hero rules Must roll two times from tables
o Put same number of 1 two 2 to hat and each player get one that is his side
 if there is odd number of players put one 2 less in the hat
 side two player who has most campaign points gets +5000pts
o Side where is less of of player who won least two army battles are defender
side
o The defender can use any Fortifications as if they were part of their Force
Rosters
o a single Relic may be added (for free) in each Army and cannot be used by
more than one Army. This means that the army can have four relics at this
stage if the Relic bearers survive Patrol, Strike force, and army Battles and
takes part of the Final Battle as a result.
o A single Warlord Trait may be used by a character that did not have a warlord
trait in the Previous Battles. This means that the army can have two or more
Warlords at this stage if the characters survive Patrol, Strike force, and army
Battles and take part of the Final Battle as a result.

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