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Description:
The rules described in here are in use to allow for a Planetary Empires campaign for at least a
‘small’ scaled scenario. At the very least, it does require 4 players and 2 box sets would be
appropriate.
Remember to give a set of rules to each player, and remember to keep the Important Rule in
mind – Fun over Fortune. Fun being each player should feel like the campaign has been
fulfilling, and Fortune as in players being (to be frank) complete ‘douches’ about each victory. To
put it simply, failure for ONE player to follow this rule could mean ALL players are annoyed!
Introduction
Phase 1 includes three main parts. You have the setting up of the board, the setting up of your
‘teams’, and the setting up of your background.
This phase could indeed, for this reason, be described as the most important one of all. In order
for the remainder of the campaign to make sense, the original foundations must be correct and
proper!
This section is also the phase that cannot be described really. You need to think as a group the
way that you want to set it – I’ve offered three methods of setting up the background, for
example, and how to run the campaign. It is however up to the group as a whole to decide in the
end…
1 – The Background
The world has plunged into chaos. The entire planet, hell the entire system, has split from the
Emperor’s grace.
A sacred artefact has been found upon a world populated by the Imperium. It has been known
by many names throughout history… most commonly as The Soulreaper.
There are so many plotlines that can be used in a campaign. You cannot really list all of the
methods of creating campaign backgrounds. Even more difficult is listing all the methods of
making a campaign trail! These both happen to be key components of Phase 1. You must think
ahead in order to think back.
2 – Board Layout
The board is entirely mountainous. It’s inhabitants will need to learn the paths which lay hidden.
It is a war filled planet, which has been converted from pasture to vast tundra – containing
countless fortresses that cannot be infiltrated upon. There is no sneaking up on this map!
Your campaign WILL NEED a table to play it on. It’s all full and well that you can pop down to
your local Games Workshop and play on one of their awesome boards, but that Games
Workshop would not even fill a single tile upon your actual Planetary Empires board! This is
where knowing your players comes in – you need to agree funding, and need to agree
transportation of the board.
The Board can be laid out in a number of ways. You can follow a ‘Mighty Empires’ method – lay
down a Space Port, and then randomly lay further tiles. You could find this to simply make it an
amalgamated mess, however. Maybe you should use another method?
Give each player a certain amount of tiles. Then challenge them to arrange them
separately – don’t reveal the final intentions. Maybe then they are connected in an order
decided by a dice, or maybe just separate ones which represent planets or islands? Up
to you!
Choose a single GM (maybe the Castellan from the Background part) who will set up a
board completely by themselves. This allows you to have the truly random method for all
involved… the initial defender should always have an advantage!
Don’t set it up! Give everyone a starting spot, and then roll a d6 for each time they want
to move. Then eventually they should be connected up – if not, then allow the final tiles
to be Space Ports.
Remember the Important Rule – don’t overuse terrain. Accidentally setting up 2 Space Ports is
NOT right. Where a whole group is opposed, you should always reconsider. Remember that the
group comes before the person… but at times the Person also comes before the Group.
If it’s large amounts of players, then you need large amounts of tiles. If it’s large amounts of
players, then you will need to think about maximums… God damn it… You can’t afford to have
all 4 members of the team wanting to have a 4000 point game when no-one else can pull that!!!
Phase 2(a)
Spinners Trial – Setting up the Games
Introduction
Though far less important than the first phase, due to the fact that this far more straight forward,
this phase is where the campaign will be won or lost… in more than one way. Sure, the games
will be the most important area – if you don’t play, then there’s no campaign – it matters more
HOW the campaign is run. The players need to know how it works, and you cannot afford to
screw up or else everyone is annoyed! (no one wants to replay a hard, long, game)
This section of the booklet talks about the way that the campaign will be played. And yes, many
elements of this is UNIQUE due to the fact that I don’t want to risk the Games Workshop Legal
Team again (read into the booklet and you’ll be able to find out what happened the first time!)
In order to fully represent the first phase of active gaming, I have composed this table of
‘missions’. The first 4 (as in rolls of 3-6) are from PS (Planetstrike). The remainder are either
modifiers, changes to the table, or custom missions.
One point to remember for custom missions is that they are just that – custom! As we all should
know by now, Planetstrike is already weighted against a single side. This is continued in our
missions, for continuity. If your group chooses to change some aspects, then this is ok!!!
Before you choose the mission, roll a dice each. The higher roller will be Attacker (unless they
choose otherwise) and the lower roller will be Defender. The Defender may choose to ‘Seize
the Initiative’ – which will in this game allow them to force the Attacker to take a standard
Movement Phase AND THEN SKIP THE REMAINDER OF THEIR TURN. This represents
alarms being raised, among other things, and also negates the first bonus that the Attacker
gains – namely, the ability to take their turns before the Defender. It also means that while in the
Standard missions ‘Seizing the Initiative’ will only allow the seizing player to go first (which is, of
course, negated in Planetstrike by the fact that the Attacker will already have the first turn), the
Defender WILL have the upper hand.
After the Attacker and Defender are decided, each player rolls a dice each for each point in
their Strategy Rating, and then picks the highest to decide who chooses the mission.
They then roll on the table.
This part may seem un-necessary, but it also carries one other significant bonus: the player who
rolls on the table may modify their roll by up to their Strategy Rating. This works as both a
positive AND negative modifier – so an Eldar player with an Autarch in the army would be able
to either add or take away 4 from the roll
Within Spinners End, you will have three scales for your ‘Empire Points’. These are:
• Victory: For each win, you gain 3 points. For each draw, you gain 2 points. For each
loss, you gain 1 point. This is a standard score system.
• Merits: Each missions will have specific ‘merits’ that, if gained, will give you a bonus to
your point total. These could be as simple as ‘first to hold all of the objectives in one turn’
or something silly as ‘first to lose half of the army’. Either way, look at the missions to
see the rewards!
• Narrative Bonuses: At certain points of the campaign, special events will probably
happen. For example, the Imperium has sent some aid to your army – in the form of
bombardments, or perhaps extra manpower. These are not brought or part of any
missions and are given out by a Castellan or GM. Arrange prior – it’s all good if it’s
been made a secret and at least the player who used the bonus knows, but it cannot
come out of the blue. That would wreck the campaign’s momentum and wreck the
Important Rule.
Attacker overview:
4x4 board You have discovered the location of one of the
outposts available to the Defender. This is the perfect
place to discover their secrets, and then strike!
Objectives: The attacker must hold as many Table Quarters as possible. The Defender must attempt to
survive with at least 25% of their army intact – and at least a single HQ choice
Mission Standard Planetstrike rules (see book), Seize the Initiative (modified for PS)
Rules: Unseen Stalkers: The Defender begins the battle with half their army in Reserves. During the
Attacker’s first turn, only HALF of the Defender’s Interceptor Guns may fire.
Grinding Behemoth: The Defender gains 2 ‘Reinforcement’ stratagems for free. However, these
may be used on ANY unit except HQ Choices
Sentries: The Defender may select a single Troop choice to act as Sentries. This does not count
towards the half of their army which starts the game, and may not be affected by the Firestorm. If
an attacking unit does any actions within 2d6x3 of a Sentry (roll at the start of each player turn),
then the Alarm is raised.
Empire Standard Victory points. Victory is decided by totalling the Table Quarters held by each player –
Points: the player with the most held will win. If the Defender has at least 25% of their army intact, they
gain an additional quarter. If they do NOT, then the Attacker gains an additional quarter
Playing Vanguard
Vanguard is a good mission to start a defensive on, or a good mission to introduce the
campaign in. The fact is, that it is a good beginner game – small and light (mostly) – as it really
shows the differences between the attacking and defending armies
The Defender should attempt to focus initially on one half of the table (with only small units on
the other) in order to take advantage of the fact that they WILL have another bunch of units
coming in soon enough anyway. Remember to think carefully about which units you want to
benefit from the Reinforcement stratagems – will it be the Elite units (like Terminators) or
another Scout Squad? Remember!
The Attacker should go for the massacre. If you can wipe out 76% of the Defending army, then
you will already be 1-0 up on Table Quarters, and you will also find it far easier to dominate in
Table Quarter taking as well. The mission is MADE for you to win – so why not?
Mission: In Flux Type: Planetstrike
Deployment Defender overview:
The attacker has noticed that your scouting forces
are very spread, and has decided to capitalise. All
you need is for one patrol to survive, though
Attacker overview:
2x4 2x4 2x4 Ah, a point of no resistance! This would be a good
board board board spot to launch the final assault…
Objectives: The attacker must kill all of the Defender’s patrols. All the Defender needs to do is escape with
one patrol still alive
Mission Standard Planetstrike rules (see book), Seize the Initiative (modified for PS)
Rules: Desperate Measures: The Attacker rolls 2d6 for the Firestorm, but must spread them as equally
across the 3 patrols as possible. In addition, any Firestorm which hits a forest will immediately
destroy said forest
Patrol Clash: The Defender splits his force into three equal parts – each must have at least 1
HQ choice and 1 Troop choice. All members of the patrols will have Assault grenades and
Defensive grenades automatically
Escape the Ambush: The Attacker chooses his Drop Zone before the Defender deploys. This is
the ‘Escape edge’. The Defender deploys their units 12 inches onto the board edge opposite
this Escape Edge, and must move off as many units as possible.
Empire Standard Victory points. Victory is decided by totalling Kill Points scored by the Attacker, and
Points: taking them away from the amount of ‘Kill Points’ that have escaped the table from the Escape
Edge. Broken units do not count, by the way, and retreat towards the edge they were deployed
from.
Playing In Flux:
In Flux is a fairly difficult game for the Defender to win, but it is also an easy ‘Team’ game. While
Vanguard is a great beginner game due to it’s board size, In Flux is a veteran game for the
same reason – how will you handle the minimum patrols, and how will you escape?
The Defender should ignore his bonus Force Organisation Chart slots, and focus on a fast
army. Eldar, for example, will be pleased with the fact that their Jetbike Army will escape the
board VERY easy. You don’t even need to think about the Kill Point Merit – wouldn’t you rather
try to get a 100% escape for double the Empire Points?
The Attacker should be careful with his choices – personally, I wouldn’t bother with choosing
some Deep Strikers, but instead field a heavy army which can really punish the defender as he
marches across the board. Use Imperial Guard for wave after wave of ‘Roadblocks’ to punish
the Defender for every step he takes
Mission: Into the Vortex Type: Planetstrike
Deployment Defender overview:
You have seen the signs. Up in the sky, storms are
gathering. This must be the assault… but no. The
attacker has sent Vortex Grenades spiralling down…
Attacker overview:
6x4 board And the defender expected a fair fight! Bah, as if!
Those Vortexes are going to do the job for us…
Objectives: The Defender must destroy all of the attacking force. The attacker’s goal is to kill as many of the
objectives as possible with the Vortex Grenades
Mission Standard Planetstrike rules (see book), Seize the Initiative (modified for PS)
Rules: Eye of the Storm: Instead of the usual Firestorm, roll d3+Objectives. This is the amount of Vortex
Grenades that the attacker has. These are given to Characters (HQ Choices, Upgrades, etc)
throughout the army and MUST be used by the end of the game.
Built Up Defences: The Defender MUST start with 3 Bastions (each section of an Indomitable
Fortress also counts towards this). These are objectives, which must be destroyed by the Vortex
Grenades. The Defender gains an additional 2 Stratagem Points, which must be spent on
Stronghold Stratagems
Vortex Grenades: The Apocalypse Rulebook for more on how these work
Empire Standard Victory points. Victory is decided by totalling Kill Points scored by the Defender. Then
Points: you take away 2 Kill Points for each objective that is destroyed by a Vortex Grenade. If all the
objectives are destroyed by the end of any game turn, then the game immediately ends.
The Defender should think – which units would the Attacker give Vortex Grenades to?
Remember, since the Attacking objective is to kill the objective with VORTEX GRENADES, why
don’t you stop him from getting the chance?
The Attacker should pray to the dice gods, and go straight into the Objectives – don’t dally
around. Go STRAIGHT to the point of the mission. Remember, if all the objectives are gone
then the game ends!
How do Stratagem Points work in these Custom Missions?
For each objective that is listed in the mission, you get a Stratagem point. This means that
normally you will have 2.
A precise list is below:
- Siege from the Space Port: One Point per Objective, as usual
- Vanguard: Two would be good, but Four is a maximum (since each quarter is an
objective)
- In Flux: Three Stratagem Points, minimum. In addition, each section (as in, each 2x4
board) must have at least a single Stratagem upon it
- Into the Vortex: One Point per Objective, as usual. Remember also that you should NOT
have less than 3 Objectives.
In the Mission Table, there was also the option of playing a Standard Mission from the
Rulebook with Planetstrike added. How would that work?
First of all, a key point is that you will NOT roll for Deployment Type – that is already described
as the Defender sets up over the whole board, and the Attacker is entirely in reserve. The
Mission will either by Objectives or Kill Points – that is a fact, so ignore the rule in the
Planetstrike rulebook that draws are resolved by seeing which player has more Kill Points
Next, if you are playing an Objective game, just use the amount of Objectives halved for your
points. Next, if playing Kill Points then simply play Two Stratagem points. Nuff Said.
Introduction
Alright, so the first phase of the campaign is over, and all of your forces have touched down
onto the battlefield. That means that the Planetstrike part is over, and the more fun part has
begun – the part where the players can dig into each other and start claiming tiles.
Attacker overview:
6x4 board The Defender has the control of this valuable port…
but not for long. You must wipe their presence, but
remember that you cannot afford to damage the
facilities themselves! Be careful with your rampaging!
Objectives: The attacker must seize control of the Defender’s Landing Pads. Their other mission is to
destroy as many members of the opponent army as possible (Kill Points)!
Mission Standard Planetstrike rules (see book), Seize the Initiative (modified for PS)
Rules: Take them down: For this mission, all objectives must be Landing Pads. The Defender gains
double the usual Interceptor Guns
Flying Reserves: All Skimmers gain the Deep Strike special rule. In addition, all Attacker and
Defender forces within them may use the ‘Grav Chute Insertion’ rule from the Imperial Guard
Valkyrie if being deployed from a Skimmer – they must however also have a Dangerous Terrain
Test upon impact regardless of their final position
Siege Bombardments: All Landing Pads enter the game with their Crenulations UP. However,
during the Firestorm they also gain a 3+ ‘Invulnerable Save’ to any damage caused. The
attacker’s Firestorm is Strength 10, AP 2 (otherwise unchanged)
Empire Standard Victory points. Victory is decided by totalling up Kill Points from both sides (as normal),
Points: and then adding 10 Kill Points for each Landing Pad that is held. Remember, the attack holds
where he would normally contest
Attacker overview:
The Defender has been hidden behind their shields
4x4 board for long enough. I think it is time to crack them out of
it!
Objectives: The attacker must destroy as many of the Shield Generators as possible. The Defender must
stop them from doing so.
Mission Standard Mission Rules, Cities of Death Stratagems (3 per Player)
Rules: Shield Generator: Each of these buildings must be an objective. While there is still at least one
Shield Generator active, all units within 12 inches of the Board Centre gain a 5+ Invulnerable
Save – this area is extended by 6 inches for each additional Shield Generator remaining beyond
the first. Shield Generators all have a Single Void Shield (which may not be repaired), as well as
an armour value of 11 on all sides of the building
Saboteur’s Weaponry: All Attacking Infantry and Mounted models count as armed with Krak
Grenades for this mission.
Defensive Network: For this mission, the Defender may choose the Deployment Type and (by
extension) each player’s board edge. They also may deploy the terrain.
Empire Victory is decided by comparing the amount of remaining objectives to the amount of objectives
Points: that the game started with. If less than half are remaining (rounded up), then the Attacker wins. If
more than half remain, then the Defender wins.
The Attacker will have to use fast, hard hitting, units (hopefully with Melta Bombs) to destroy the
Shields as quickly as possible. Remember to use some Strength Six firepower to destroy the
Void Shield first, however!
The Defender will have to use heavy weaponry to wipe out as much of the attacker as possible.
Remember to use the Defensive Network rule to your benefit – make it as difficult as possible
for the Attacker
Mission: Duel Type: Planetstrike/Themed
Mission
Deployment Player Overview:
The field is set, and neither army is set to stand
down. The battle will be long and bloody.
But then your opponent seems to beckon out to you,
offering you a simple solution
Objectives: It’s quite simple – each player must attempt to kill off their opponent.
Playing Duel:
This is a simple mission – pick a hard character, and then take your opponent on head first.
Candidates for playing will be single HQ choices, which have a combination of awesome
hardness and high damage output
Mission: Defensive Manoeuvres Type: Special/Themed Mission
Deployment Defenders Overview:
The attacker has foolishly attempted to strike from
over your defensive network – surely now would be
the best time to make them pay?
Attackers Overview:
6x4 board This is the time chosen to strike. You must make it
count
Objectives: The Attacker must get as many of his own units into the Defender’s deployment zone (as in, 12
inches from his Drop Zone’s opposite edge/his opponent’s side of the board etc)
Mission Mission Rules of whichever type of game the Attacker has chosen, Cities of Death Stratagems
Rules: always, OPTIONAL Planetstrike stratagems, OPTIONAL Apocalypse stratagems
This is my land: Regardless of mission type, the defender deploys all of the terrain and may also
select the attacker’s Drop Zone. The Attacker may, however, purchase the ‘Drop Zone Denial’
stratagem in order to allow him to select his own zone instead
Desperate Charge: All Attacker units gain the Fleet of Foot special rule. When running, they also
roll 2d6 and pick the highest result.
Empire Victory Points is decided by comparing the amount of Attacker units in the Defender’s
Points: deployment zone, compared to the amount of units which are not.
Objectives: The Attacker must destroy every single building on the board to win. The Defender must attempt
to hold out for as long as possible
Mission Standard Mission Special Rules, Planetstrike Special Rules, Cities of Death Stratagems,
Rules: Planetstrike Stratagems
Even as it Dies: Each turn, the Defender may immediately bring back a single Troops choice of
up to 250 points of value. This reduces by 10% for each building that is destroyed – ending at
the moment that 10 are dead
Bombardment!: At the beginning of the game, the Attacker makes 2d6 Firestorm attacks. If the
Scorched Skies stratagem is purchased, this becomes 3d6.
Perilous Ruins: Each building counts as a vehicle with Armour 11 all around. They are destroyed
by an Immobilised, Destroyed, or Explodes result on the Armour Penetration table.
Empire Victory Points are determined by comparing the amount of buildings destroyed to the amount at
Points: the beginning of the game – if less than half are destroyed, the Defender wins. If more than half
are destroyed (but not ALL) then the game is a draw. If the attacker destroys 90% or more of the
buildings, then he wins!
This page of the missions contains many of the Field missions you are playing. You will be
taking part in Field Missions whenever you’re brawling over either a piece of terrain that does
not necessarily have any features worth fighting over, or when you are attacking open ground.
Good luck!
Objectives: As decided by the rolls made upon the table. Deployment also varies dependent on the table
itself
Mission Standard Mission Special Rules
Rules: Minor Skirmish: The Minimum Force Organisation chart is changed to at least 1 HQ and 1 Troop
Choice
Priority Rating: Whenever playing Patrol Clash, count the game as only HALF and not a whole –
such battles do not consume Morale as much as full scale ones do
Empire Victory Points determined by the mission rolled
Points:
No Merits available
Objectives: At the beginning of the game, 2d6 Loot Counters are generated. In the end, 5 of these will be
revealed as objectives
Mission Standard Mission Special Rules, Cities of Death Stratagems
Rules: Minor Skirmish: The Minimum Force Organisation chart is changed to at least 1 HQ and 1 Troop
Choice
Loot Counters: See Objectives. At the beginning of each turn, each player rolls a d6. The winner
may select two Loot Counters – one is removed, and the other remains as an objective. At the
end of the game, there will be a maximum of five objectives.
Empire Victory Points are determined by comparing the amount of objectives held by each player.
Points:
The following Merits are available at the end of the game:
• The first player to decide an objective (1 Empire Point)
• If a single player controls all of the Objectives at the end of game (3 Empire Points)
Objectives: The Defender must safeguard their city from the attacking forces. The Attacker must aim to hold
as many objective buildings as possible
Mission Standard Mission Special Rules, Seize Ground (Defender Chooses Amount of Objectives),
Rules: Pitched Battle
Sustained Bombardment: At the beginning of the game, each Defending unit which is not
occupying a building must make a single Pinning test at -1 Leadership
Cityfight Brawling: All objectives in a Cities of Death mission must be buildings. In addition, you
must attempt to use as many buildings as possible – these must also be mounted upon card
(etc) to show the radius of their effects
Demolition a No-no: Even if a building is destroyed, it may still be an objective. Your aim is to
hold, not to destroy (unless specifically noted)
Empire At the beginning of each game, the attacker must roll a d6 to designate his objective:
Points: Roll Objective Victory Points
1 Hold the objectives 2 Victory Points per objective that
each player holds – contested
objectives count as 1 point each
2 Destroy the objectives 2 Victory Points per objective that is
still standing/destroyed
3 Fire Sweep As Hold the Objectives (only 1 victory
point per objective that each player
holds), and also Kill Points added for
each player
4 Surveillance Defending army must attempt to have
at least a single squad make a full
revolution of the field. If this is not
done by Turn 5, the attacker wins
5 Let it Burn Attacker counts as Defender. Play a
single Destroy the Objectives game,
with the Defender attacking
6 Attacker chooses mission from the See mission chosen
above
The moment that the Endgame begins, you must immediately deal with it. There are four ways
this could happen:
1. The goal which was established as the campaign narrative is close to being
accomplished
2. The campaign is dragging on a bit, and you want to end it sooner rather than later
3. A single region has conquered at least 12 hexes of the map (aka: a quarter of the map)
4. A certain amount of games have been played
At the moment that the endgame has begun, the campaign will change. Notify your players at
the beginning of the End Phase before it begins. From that point, also change the Campaign
Turn
Regardless of what happens within the last turns, the Endgame MUST happen. If you can’t end
it now, then how much harder will it be later? After three such turns occur, you must
automatically arrange a game with the ‘Endgame’ mission described in Phase 4(d)
Phase 4(c)
Apocalyptic Scenarios
Introduction
This section is all about variations on the Apocalypse ruleset – to make it bigger, better, harder!
I have decided to compile some additional rules to make unique battles between two races, and
also adapted some of the existing missions to alter the awesome!
Remember the Important Rule – Fun before Fortune…
Mission: The Apocalypse Mission Type: Apocalypse
Deployment Basic Apocalypse Mission
Nuff Said
6x4 board
OR
6x8 board
OR
12x4 board
Objectives: Six objectives are designated at the beginning of the game – each player must place as many
objectives as possible (if 2 players, it’s 3 each. If 3 players, it’s 2 each)
Mission The Apocalypse rules, Standard Mission rules, Apocalypse Stratagems, OPTIONAL Planetstrike
Rules: Stratagems, OPTIONAL Cities of Death Stratagems
Epic Scale Battle: In a game of Apocalypse, there are no Force Organisation Charts. However, if
you are playing between two predetermined armies then only additional points may ignore the
chart – existing troops do not change!!!
Empire Victory Points is decided by comparing the amount of objectives held by each player. If equal
Points: numbers are held, it is a draw. If different amounts are held, it is a win/loss (respectively)
Defender Overview
Moving through hostile fire is one of those skills
apparently lacking in your forces, based upon how
6x4 board easily your army was ambushed. Guess all that’s left
OR to do is survive
12x4 board
Objectives: Each 12 inches from the Defender’s starting edge is counted as an objective, that is
automatically captured the moment that at 2 units of their forces moves through it. The attacker
must stop this from happening.
Mission The Apocalypse rules, Planetstrike rules, Apocalypse Stratagems, OPTIONAL Planetstrike
Rules: Stratagems
Random Game Length: The normal Random Game Length rules have changed for this scenario.
At the end of each turn after the fourth, a player must roll a d6 and compare it to this table. There
will never be a Turn 7.
Turn Roll to continue the game
4 3+
5 4+
6 5+
Playing Field: The Attacker sets up the terrain for this mission, while the Defender has the First
Turn. Essentially, for this mission you must reverse the standard Planetstrike rules – for
example, the Attacker may set up across the whole board, and the Defender chooses a Drop
Zone (which must be either of the Short table edges
Epic Scale Battle: In a game of Apocalypse, there are no Force Organisation Charts. However, if
you are playing between two predetermined armies then only additional points may ignore the
chart – existing troops do not change!!!
Ambush!: The Defender does not gain any Stratagems. The Attacker may have 3 Objective
Points to spend upon Planetstrike stratagems, and up to 1 Apocalypse stratagem.
Empire Victory Points is decided by comparing the amount of objectives held by the Defender to the
Points: amount which could have been obtained. For example, in a 6x4 board that would be comparing
those held to 6, and on a 12x4 board it would be comparing those held to 12…
If less than half are held, the Attacker wins. If half are held, it is a draw. If more than half are
held, the Defender wins.
Defender Overview
Moving through hostile fire is one of those skills
apparently lacking in your forces, based upon how
easily your army was ambushed. Guess all that’s left
to do is survive
6x4 board
Objectives: The objective is the destruction of each character in the opponent army – whether they are
named or not.
Mission The Apocalypse rules, Planetstrike rules, Apocalypse Stratagems, OPTIONAL Planetstrike
Rules: Stratagems
Random Game Length: The normal Random Game Length rules have changed for this scenario.
At the end of each turn after the fourth, a player must roll a d6 and compare it to this table. There
will never be a Turn 7.
Turn Roll to continue the game
4 3+
5 4+
6 5+
Meeting of Champions: For the purposes of this mission, both armies are entirely Fearless
Converging Force: Regardless of Army positions, when this mission is played you may use any
and all of your Special Characters. Infact, even if you don’t like that idea you may use proxies of
each character under your ownership as simple captains (etc) of their type
Empire Victory Points is decided by comparing the percentages of each player’s lost characters – do this
Points: however you believe to be appropriate. The player who killed more, wins!
Introduction
At the end of the campaign, you will require a big mission to finish it. This ranges from a simple
Apocalypse game, to one with special rules. This is why there is an Endgame Scenario – thanks
to the scenario you won’t have to worry =P
Endgame Rules
There are eleven ways that the Endgame scenario will change. This all depends upon the force
that CAUSED the scenario to occur. Here’s a list:
1. The Endgame scenario must contain the two sides that are the best off. These are then
joined by other sides – rounding them out. Remember that it is TEAMS and not POINTS
that matter
2. During the endgame, each player will pool together their forces as much as possible.
There are NO bonuses (other than pride) for keeping things in reserve. ALL armies
become involved. ALL players must take part. ALL will be battered until the game ends!
3. The endgame continues until there is only one force left on the field. Alliances are
allowed, no holds are barred
4. It is recommended, however, that a time limit is placed. The average session lasts from
10 am to 6 pm… so you must start at 11 am and end at 5 pm. Then that’s enough time
to pack up and everything… sweet!
But how about the scenario itself? Be prepared for a big one…
The Endgame Scenario Apocalypse/Special
Deployment This is where the journey ends.
The rules for this scenario describe the final mission.
Your final mission. They are guidelines which are
joined by a definite method to decide who wins
Good luck!
Objectives: The total annihilation of the enemy army. The game will end the moment that there is one clear
side that has won – play until that is so…
Mission The Apocalypse rules, OPTIONAL Planetstrike rules, Apocalypse Stratagems, Planetstrike
Rules: Stratagems, Cities of Death Stratagems
It ends only in Death: The game continues until only one race is left over.
Meeting of Champions: For the purposes of this mission, both armies are entirely Fearless
Converging Force: ALL models which have been used in the campaign, where possible, MUST
be used in this scenario. Nuff Said.
Whose Finale Is This?: The scenario gains additional rules, shown below, depending on who
called forth the Endgame mission
Additional Orks: If it is the Orkish Horde that brought the end of the campaign, then the field is that of
Mission battered stone and spore filled ruin. The side that contains them gains two free ‘Hypertrophic
Flora’ stratagems, and also gains access to the Stompa “Mighty Mangler of Mork”
Rules:
Tyranids: If it is a perilous Hive Fleet that brought the end of the campaign, then the field is
disintegrating even as the game continues! The mission will gain Planetquake additional rules,
and the Tyranid player will automatically gain the Endless Swarm (point cost) immediately for
free, which contains all of his Troop choices
Necrons: Should it be the spawn of the C’Tan themselves who cause this scenario to come forth,
the earth spits up steel and fury every second. The mission gains the Firestorm ability – the side
containing the Necrons counts as an Attacker.
Chaos: If the Chaos forces collide with the planet en masse, then no-one will truly win. Half the
points values used by each side – they are being devoured by Warp Entities. All of the Chaos
troops gain a 4+ Invulnerable Save, and Shield Generators are included as objectives (see
Phase 3 for these rules)
Imperium: If the forces of the Imperium finally get their way and can hold the enemy forces at
bay, then the end is nigh. The side containing the Guard players gains two Scheduled
Bombardment assets… however, the locations are chosen at the beginning of each turn, and not
at the start of play
Space Marines: If the Space Marines are able to hold off the enemies of the Emperor for long
enough, they are incredibly rewarded with reserves… The side containing the Space Marines
may take an additional 2 Stratagems, of which one must be a Space Marine unique asset
Tau: Should the Tau Empire gain a sizable asset upon this galactic resource, they shall choose
to consolidate the acquisition. The side containing the Tau will gain Stubborn and may choose
the deployment of the terrain. For the Greater Good
Eldar/Dark Eldar: It matters not which Eldar force holds the key to the Endgame, for both will use
the world in the same way. The side containing these sides (both in the same place) will take
control of d6 units of their choice at the games start, and the whole side gains the Deep Strike
special rule
Victory The objective is obvious, and will not be described here. Instead, there is only a list of Merits.
Conditions: This decides the overall winning player:
- The Player with the highest kill count (model wise) – 3 Points
- The Player with the highest kill count (kill points) – 4 Points
- The side which won the game – 5 Points
- The side which lost the game – 1 Point
- For each tile that player controlled at the Endgame – 1 Points
- For each player in the team at the Endgame (if applicable) – 1 Point
- For each player that was knocked out by him – 1 Point
- Narrative Bonuses – X Points
Defence Lines See the August White Dwarf Power Adjacent Tiles always have
in 2009-08-04 Generator 5+ Cover Save during games
– this affects all units
Upgrade Cost: 2
Upgrade Cost: 3
Tyranids ONLY All adjacent tiles have the Eldar ONLY Counts as Space Port. D6
Spore Chimney Stratagem ‘Look to the Webway Portal units in each game you play
Heavens’ auto applied gain the ‘Deep Strike’ special
rule
Upgrade Cost: 2 Upgrade Cost: 3
Space Marines Base. Counts as Sacred Imperial Guard While active, and connected
ONLY Ground and Command ONLY with Defence Lines in a
Bastion network, tiles within are
Chapter Fortress Scout Post unattackable and may only be
Upgrade Cost: 3 moved through by allied
armies
Upgrade Cost: SP 3
Chaos Daemons Starting Tile. Counts as Hive Tau ONLY Adjacent Tiles may not be
ONLY City. Remove automatically Area Denial captured, and require a 4+ to
halfway into the campaign – be moved through by enemy
Warp Rift replace with a normal Space Node armies
Port
Then…
Games More Additional Casualties Leadership Modifiers
0-1 None None
2-3 10% additional Lose 2 Leadership on all units
4-5 20% additional Lose Stubborn as well
6+ 30% additional Lose Fearless as well
In addition, effects such as Synapse will become half as effective – for
example, Synapse requires a 9 inch distance, and the Ork Mob Rule will
require 20 models for Fearless
In Orks, the Games More becomes 0-2, 3-4, 5-6, and then 7+
In Necrons, the Games More becomes 0-3, 4-5, and 6+. There is no fourth
row for this race.
Appendix 5
Additional Stratagems within the Campaign
Apocalypse
Orks – Da Big Thump Imperial Guard – Reckless Drive
Roll all of your reserve rolls at once, and allocate them All Guard Infantry and Cavalry units may Deep Strike.
as you desire. All units brought on this way may Outflank However, if they do so then they will need a Mishap roll
Eldar – Psychic Tumult Space Marines – Awesome
Roll as reserves. All enemy psykers on the field
immediately take d6 Perils of the Warp tests each
Tactician
Before the game begins, you may re position d3+3
enemy units of your choice
Dark Eldar – Horror from Beyond Tyranids – Never Forget the
All units which are not in buildings must take a Pinning
Test at half leadership – Fearless or not. In addition,
Second Wave
D6 units gain the Without Number special rule, even if
make two Splinter Cannon attacks as well – auto hit.
they would not usually use it. No HQ choices may take
advantage
Tau – Darkfire Grenade Necrons – Eonic Orb
As a vortex grenade, except that all units hit by this Keep count of all casualties. Once they meet 75+, all
grenade take D6 Strength 8, AP 2 hits Necron units gain Feel No Pain, a 2+ Save, a 5+
Invulnerable, and have Initiative of 5
Chaos – Traitor in the Midst Imperium – Objective Override
2 Stratagems. Reveal before the game. The opponent Reveal before the game begins. You may choose the
must tell you all their Stratagems. Then pick one – you objective placements, and the deployment zone sizes
may use it instead of them
Chaos Daemons – Cultists Within, ALL – Lo there is an Ending!
Daemons Without The Game Immediately Ends
Daemons count objectives as Icons. On the turn that any
Daemon comes in, they may use Heroic Intervention
against defending units
Planetstrike: 2 Points
Orks – Rok ‘em Space Marines – Honour or Death
Roll as reserves with the following exception – this All units gain Furious Charge, Rage, and Fearless.
always comes in on a 4+. This is resolved as d3 However, if they fail to win the combat then DOUBLE the
Firestorm hits – Strength 10 AP 2 No Retreat! Saves
ATTACKER DEFENDER
Eldar – Gravity Bind Tyranids – Look to the Heavens
This turn, each unit on the board must take a This turn, all enemy units must take a Dangerous Terrain
Dangerous Terrain test. If less than a 3 is rolled, then test before each action (Move, Shoot, Assault etc)
the unit is forced to take a Deep Strike Mishap test EITHER
DEFENDER
Dark Eldar – Carrion Call Necrons – Phalanx Formation
All defenders take a Morale Check. If passed, then the Select a single Monolith. It becomes Immobile (as
unit is pinned with no Cover Save benefit another objective), but triples it’s Gauss Flux Arc range,
ATTACKER and counts as a Resurrection Orb
EITHER
Tau – Patient Hunter Imperium – Bodies before All
All Tau units have Hit and Run special rule. Kroot and 2d6 units may take Carapace Armour for free
Stealth Suits MUST Outflank – they have the Fleet of EITHER
Foot special rule
EITHER
Chaos – Fear a Weapon Chaos Daemons – Stable
All Chaos Units are Stubborn. In addition, they count
their weapons as Twin Linked when firing at Imperial
Composition
D6 units DO NOT NEED TO DEEP STRIKE
troops
DEFENDER
Cities of Death:
Orks – Def Dakka Space Marines – Thunderfire
Roll as reserves with the following exception – this
always comes in on a 4+. Roll a d3. Then select that
Barrage
Declare when the opponent brings in reserves. That
many buildings. Then roll another dice…
reserve is pinned, and takes 3d6 Strength 6, AP 5 hits
On a 1-2 Nothing
EITHER
On a 3-4 it is Destroyed!
On a 5-6 it EXPLODES!
EITHER
Eldar – Sublime Withdrawal Tyranids – Synapse Overload
Select an objective building. All units within 12 inches Use on any turn where there is no Synapse. All Tyranids
must take a Deep Strike Mishap roll double their leadership, and gain Fleet of Claw
EITHER EITHER
Dark Eldar – Splinter Strike Necrons – This World is Ours
All defender units within objectives take 3d6 Strength 3, All Gauss weapons used on buildings become Strength
AP 4, hits which cause Pinning 8, AP 6
ATTACKER ATTACKER
Tau – Precise Blow Imperium – Approved
Select a single objective. All shooting directed against
that building or any unit within 12 inches is Twin Linked
Bombardment
Pick a single type of Orbital Strike in an Inquisition codex.
ATTACKER
Immediately make d6 such strikes
ATTACKER
Chaos – Daemon World Imperial Guard – Fortress Built on
All attacker units which enter terrain automatically take
2d6 Strength 4, AP – hits
Flesh
Select a single building, and a single Infantry Platoon.
DEFENDER
The first time that said platoon dies within 6 inches of that
building, it returns from Reserves the next turn
DEFENDER
Phase 1 – Planetstrike
1. Decide who is Attacker and Defender
2. Each Player rolls dice equal to their Strategy Rating, to decide who
rolls for the mission
3. The Player who won rolls 2d6 on this table. They may modify the roll
by up to their Strategy Rating
Roll on 2d6 Mission
1 or 2 Re-roll. Add 1 to next dice roll
3 PS: Planetfall mission
4 PS: Seize and Destroy mission
5 PS: Planetquake
6 PS: Roll a d6, and pick from Planetstrike rulebook
7 Roll 2d6 and pick the highest
8 Roll a mission from the Standard Rulebook. Use the PS special rules
9 Custom: Vanguard
10 Custom: In Flux
11 Custom: Into the Vortex
12 Attacker may choose mission from list above
Above 12 Defender may choose mission from list above
4. Each player selects their stratagems and the Defender sets up the
terrain
2. Defender rolls for mission type. Then, Attacker rolls for the mission
Defender (d6) Mission Type
1-2 Normal Game
3-4 Special Mission
5 Roll 2d6 and consult table below
6 Attacker chooses from table below
The Roll
If d6 If 2d6 Mission
1 2 Pitched Battle/Seize Ground
2 3 Spearhead/Seize Ground
3 4 Dawn of War/Capture and Control
4 5 Pitched Battle/Annihilation
5 6 Spearhead/Capture and Control
6 7 Defender Chooses
6 7 Defender Chooses
1 8 Themed Mission (custom)
2 9 Themed Mission (custom)
3 10 Dawn of War/Seize Ground
4 11 Play Vanguard (custom)
5 12 Cities of Death mission (custom and/or book
2. Each Player rolls dice equal to their Strategy Rating, to decide who
rolls for the mission
3. The Player who won rolls 2d6 on this table. They may modify the roll
by up to their Strategy Rating
Roll on 2d6 Mission
1 or 2 Re-roll. Add 1 to next dice roll
3 Play basic Apocalypse Mission
4 Play Into the Vortex (custom)
5 Play Siege from the Space Port (custom)
6 Roll a basic mission from the Standard Rulebook
7 Roll 2d6 and pick the highest on this table
8 Play Mass Migration (custom)
9 Play Vital Converging of Force (custom)
10 Play Planetfall mission (PS)
11 Play Cities of Death mission (custom)
12 Attacker may choose mission from list above
Above 12 Defender may choose mission from list above