Rules (v1.1)
Special Planet Types
Throne Worlds: Throne Worlds are identified on the map by a green flag icon in the lower left part of the planet’s hex. Each player starts with a Throne World, this is the player’s Home World. Home Worlds serve as a player’s base of operations and may never be conquered by an opposing player.
Throne Worlds are worth 4 Victory Points at the end of each Game Phase.
Hive Worlds: Hive Worlds are identified on the map by an orange hive icon in the lower right part of the planet’s hex. Hive Worlds are hugely populated worlds and output critical resources to fuel the fires of war – including willing human cannon fodder conscripts or initiates.
Hive Worlds are worth 2 Victory Points at the end of each Game Phase. In addition, if a player controls 2 or more Hive Worlds, they receive the following special rule during matches:
There’s More Where They Came From: Once per battle, a player may re-deploy a previously completely destroyed unit of infantry, biker, or any other non-vehicle/monstrous creature unit type from reserves at the end of any movement phase. Returning units must have a total point cost of 150 or under, and must be deployed in accordance with its own rule-set.
Forge Worlds: Forge Worlds are identified on the map by a red gear icon in the lower right part of the planet’s hex. Forge Worlds craft the machinery employed by the forces of the Imperium, as well as routinely double as home worlds to sects of the Cult Mechanicus.
Forge Worlds are worth 3 Victory Points at the end of each Game Phase. In addition, if a player controls 2 or more Forge Worlds, they receive the following special rule during matches:
Don’t Fix It If It Ain’t Broke: Once per battle, when a player’s Vehicle unit is reduced to 0 wounds, they may choose to roll a d6 and repair that Vehicle that may Wounds, or alternatively choose to have the Vehicle explode without having to roll for it.
Holy Terra
A player may only claim Holy Terra if they control 4 or more of the planets adjacent to it. Likewise, a player can only conquer Holy Terra from another player if they control 4 or more of the planets adjacent to it.
Holy Terra is a Throne World, and is worth 4 Victory Points at the end of each Game Phase. In addition, the controlling player receives the following special rule:
The Emperor Protects: All Infantry units have a 6+ Feel No Pain for the duration of the battle.
Victory Conditions
The campaign is over when one of the following Victory Conditions is achieved:
You may choose any army you wish to play with as your primary army. You may bring any allies that you may require to defeat your foes per Warhammer 40k 8e rules.
Choosing a War Master
A War Master may be chosen from your army. They may be any un-named Character from your army.
Your War Master is the supreme leader of your force, but he can only be on place at a time. Before each Game Phase begins, each player will choose to deploy his/her War Master to Attacking or Defending duties. Remember, the War Master can only be fielded in battles where he is deployed.
When your War Master is on the field of battle, you earn an additional 2 Command Points and +1 to your Seize the Initiative roll.
It is strongly encouraged that you have fun converting a model type of your choice for your War Master, as it is in this way you can truly create a new hero.
Your War Master does not have to be the Warlord of your force on the tabletop, but if he is, he may never alter his Warlord Trait. His Warlord Trait is determined at the start of the campaign, following the rules of Warhammer 40k 8e.
Your War Master’s war gear may never be changed (try to make him as WYSIWYG as possible). Whatever he starts out with, he ends with.
Additionally, your War Master may carry a Relic, but it likewise may never be changed.
Your War Master may grow to be renown across the galaxy as he becomes a stronger or more cunning warrior, or alternatively, he may find himself limping across the fields of battle, rife with injury and disability.
At the end of each battle, roll accordingly on the War Master Trait Table or the War Master Damage & Injury Tables.
Claiming Starting Regions
Before the first Game Phase begins, each player may choose to claim any 2 planets to complete their starting region, assuming the planets chosen are adjacent to at least 1 planet that is already claimed.
The Game Phase
The Game Phase is comprised of 3 Player Turns. Player Turn order will be randomly generated prior to each Game Phase, but after each Player submits their Orders Sheet for the Game Phase.
The Orders Form is available [redacted]
The Player Turn
Before the Player Turns begin, each player will submit an Order Form.
On your Orders Form you will decide the following:
Remember: You won’t know what order the Player Turns will be taken, as it takes time to get forces organized an in place, you will NOT be able to alter your plan of battle during or between any other player’s Player Turn.
After your Orders have been issued, and the Player Turn Order for the Game Phase has been generated, players will take turns carrying out their Player Turn.
At the START of your Player Turn you may:
Claim an unclaimed planet that is adjacent to at least one of your currently controlled planets. If no unclaimed planets are adjacent to your currently controlled planets, you may not claim a planet.
THEN
You will carry out your attack! Refer to your Attacking Tactic and your selected opponent’s Defending Tactic to generate the battle mission.
DID YOU WIN?
GREAT SUCCESS! You may claim one of your opponent’s Planets (excluding their Home World) IF a path can be drawn from any of your controlled planets to the planet you wish to capture without going through the territory of another Player. Neutral (unclaimed) planets are passable by all Players. Warp Storms are passable by NO Players. If an enemy planet is itself in a Warp Storm, it may not be captured.
Warp Storms are unpredictable. At the START of each Game Phase, after Players have submitted their Orders, a Warp Storm will be randomly generated by the following method:
A random planet is chosen. After that Planet is chosen, an adjacent planet to it is chosen at random. This is the “eye” of the Warp Storm. Finally, a random planet adjacent to the eye of the Warp Storm is chosen to be the third planet afflicted by the Warp Storm (this cannot be the same planet as the first planet).
Remember: Roll on that War Master Trait table if your War Master was not removed as a casualty. Your opponent will likewise do the same.
If your War Master was removed as a casualty, roll on the War Master Damage and Injury Tables. Again, your opponent will likewise do the same.
DID YOU LOSE?
Better luck next time.
YOUR TURN IS OVER
Throne Worlds: Throne Worlds are identified on the map by a green flag icon in the lower left part of the planet’s hex. Each player starts with a Throne World, this is the player’s Home World. Home Worlds serve as a player’s base of operations and may never be conquered by an opposing player.
Throne Worlds are worth 4 Victory Points at the end of each Game Phase.
Hive Worlds: Hive Worlds are identified on the map by an orange hive icon in the lower right part of the planet’s hex. Hive Worlds are hugely populated worlds and output critical resources to fuel the fires of war – including willing human cannon fodder conscripts or initiates.
Hive Worlds are worth 2 Victory Points at the end of each Game Phase. In addition, if a player controls 2 or more Hive Worlds, they receive the following special rule during matches:
There’s More Where They Came From: Once per battle, a player may re-deploy a previously completely destroyed unit of infantry, biker, or any other non-vehicle/monstrous creature unit type from reserves at the end of any movement phase. Returning units must have a total point cost of 150 or under, and must be deployed in accordance with its own rule-set.
Forge Worlds: Forge Worlds are identified on the map by a red gear icon in the lower right part of the planet’s hex. Forge Worlds craft the machinery employed by the forces of the Imperium, as well as routinely double as home worlds to sects of the Cult Mechanicus.
Forge Worlds are worth 3 Victory Points at the end of each Game Phase. In addition, if a player controls 2 or more Forge Worlds, they receive the following special rule during matches:
Don’t Fix It If It Ain’t Broke: Once per battle, when a player’s Vehicle unit is reduced to 0 wounds, they may choose to roll a d6 and repair that Vehicle that may Wounds, or alternatively choose to have the Vehicle explode without having to roll for it.
Holy Terra
A player may only claim Holy Terra if they control 4 or more of the planets adjacent to it. Likewise, a player can only conquer Holy Terra from another player if they control 4 or more of the planets adjacent to it.
Holy Terra is a Throne World, and is worth 4 Victory Points at the end of each Game Phase. In addition, the controlling player receives the following special rule:
The Emperor Protects: All Infantry units have a 6+ Feel No Pain for the duration of the battle.
Victory Conditions
The campaign is over when one of the following Victory Conditions is achieved:
- A player accumulates 100 total Victory Points
- A player controls all planets, with the exception of the other players’ Home Worlds
- All other players concede
- The campaign is “called” after an allotted amount of time and the player with the most Victory Points wins
You may choose any army you wish to play with as your primary army. You may bring any allies that you may require to defeat your foes per Warhammer 40k 8e rules.
Choosing a War Master
A War Master may be chosen from your army. They may be any un-named Character from your army.
Your War Master is the supreme leader of your force, but he can only be on place at a time. Before each Game Phase begins, each player will choose to deploy his/her War Master to Attacking or Defending duties. Remember, the War Master can only be fielded in battles where he is deployed.
When your War Master is on the field of battle, you earn an additional 2 Command Points and +1 to your Seize the Initiative roll.
It is strongly encouraged that you have fun converting a model type of your choice for your War Master, as it is in this way you can truly create a new hero.
Your War Master does not have to be the Warlord of your force on the tabletop, but if he is, he may never alter his Warlord Trait. His Warlord Trait is determined at the start of the campaign, following the rules of Warhammer 40k 8e.
Your War Master’s war gear may never be changed (try to make him as WYSIWYG as possible). Whatever he starts out with, he ends with.
Additionally, your War Master may carry a Relic, but it likewise may never be changed.
Your War Master may grow to be renown across the galaxy as he becomes a stronger or more cunning warrior, or alternatively, he may find himself limping across the fields of battle, rife with injury and disability.
At the end of each battle, roll accordingly on the War Master Trait Table or the War Master Damage & Injury Tables.
Claiming Starting Regions
Before the first Game Phase begins, each player may choose to claim any 2 planets to complete their starting region, assuming the planets chosen are adjacent to at least 1 planet that is already claimed.
The Game Phase
The Game Phase is comprised of 3 Player Turns. Player Turn order will be randomly generated prior to each Game Phase, but after each Player submits their Orders Sheet for the Game Phase.
The Orders Form is available [redacted]
The Player Turn
Before the Player Turns begin, each player will submit an Order Form.
On your Orders Form you will decide the following:
- Who you will attack
- Where your War Master will be deployed
- What your Attacking Tactic will be
- What your Defending Tactic will be
Remember: You won’t know what order the Player Turns will be taken, as it takes time to get forces organized an in place, you will NOT be able to alter your plan of battle during or between any other player’s Player Turn.
After your Orders have been issued, and the Player Turn Order for the Game Phase has been generated, players will take turns carrying out their Player Turn.
At the START of your Player Turn you may:
Claim an unclaimed planet that is adjacent to at least one of your currently controlled planets. If no unclaimed planets are adjacent to your currently controlled planets, you may not claim a planet.
THEN
You will carry out your attack! Refer to your Attacking Tactic and your selected opponent’s Defending Tactic to generate the battle mission.
DID YOU WIN?
GREAT SUCCESS! You may claim one of your opponent’s Planets (excluding their Home World) IF a path can be drawn from any of your controlled planets to the planet you wish to capture without going through the territory of another Player. Neutral (unclaimed) planets are passable by all Players. Warp Storms are passable by NO Players. If an enemy planet is itself in a Warp Storm, it may not be captured.
Warp Storms are unpredictable. At the START of each Game Phase, after Players have submitted their Orders, a Warp Storm will be randomly generated by the following method:
A random planet is chosen. After that Planet is chosen, an adjacent planet to it is chosen at random. This is the “eye” of the Warp Storm. Finally, a random planet adjacent to the eye of the Warp Storm is chosen to be the third planet afflicted by the Warp Storm (this cannot be the same planet as the first planet).
Remember: Roll on that War Master Trait table if your War Master was not removed as a casualty. Your opponent will likewise do the same.
If your War Master was removed as a casualty, roll on the War Master Damage and Injury Tables. Again, your opponent will likewise do the same.
DID YOU LOSE?
Better luck next time.
YOUR TURN IS OVER
Appendices and Tables
War Master Trait Table
War Master Damage and Injury Tables
Mission Selection Table
Uses STRONHOLD ASSUALT rules, stratagems, force organization charts, warlord traits, deployment types (in Chapter Approved)
Uses PLANET STRIKE rules, stratagems, force organization charts, warlord traits, deployment types (in Chapter Approved)
Uses PLANET STRIKE rules, stratagems, force organization charts, warlord traits, deployment types (in Chapter Approved)