Campaign Special Rules
This campaign is first and foremost a way to learn the basic rules for Warhammer 40,000 and to “forge the narrative”. The basic rules will be followed with a few fun exceptions introduced.
Special Rules for Imperium of Man
Any Squat model (using the rules for Codex: Astra Militarum) have +1 Toughness. This represents their increased resistance to gravity and how they’ve adapted to centuries of working in mines. To represent how some of the colonists have become cultists of Nurgle, each Squat unit must roll a D6 at the beginning of the game. A roll of 1 results in the unit suffering from Fear: Nurgle (i.e. any unit with the Mark of Nurgle or devotion to Nurgle will cause Fear on the unit).
Starting
Mission 6, all models with Chapter Tactics (Iron Hands) have gained Hatred:
Nurgle for the rest of the campaign.
Special Rules for Eldar
The Eldar Warlord in every scenario must roll a D6. On a roll of 4+, the Warlord gains the “Knowledge of Elleem” rule to show how much they have studied the historical maps for the region of conflict. This rule allows the Warlord to redeploy up to D3+1 units after they have been deployed. Conversely, the Warlord can choose to instead give the Scout USR to 2 separate units.
Farseer
Teldrim is considerably more adept in all matters pertaining to Elleem. As a
result, he gains the “Knowledge of Elleem” rule on a roll of 2+. However now that he possesses the Index, he
automatically passes his roll when in the battle.
Autarch
Ithrain has proven to be quite sturdy despite getting shot down in various
battles. As a result starting after Mission 7, he never has to roll on the
Curse of Defeat table.
Special Rules for Chaos Space Marines
Any unit with the Mark of Nurgle or devotion to Nurgle rolls a D6 at deployment. On a roll of 3+, the unit gains the Preferred Enemy: Imperium special rule to represent the knowledge gained from the cultists of Nurgle.
The forces
of Chaos have gained access to summoning the Daemon Siri. She/He always possesses
a new body and as a result may not be upgraded and never rolls on the Curse of Defeat
table.
As a result
of Henrick’s treachery after Mission 8, no Daemons of Nurgle or units with the
Mark of Nurgle may be taken by Henrick’s forces. His Chaos war band has been
split into multiple factions.
Character Progression/Penalties
Special characters are vital to the campaign. These characters stand to gain benefits from victory in battle. That said defeat also comes with its penalties.
Campaign Victory Points
Campaign Victory Points (CVP) can be gained by an army in various ways. Any army gains victory points by fulfilling one of the following:
1. 1 Campaign Victory Point is gained by winning a game.
2. 1 Campaign Victory Point is gained for completing the “special”
mission for the scenario.
3. 1 Campaign Victory Point is gained for defeating the enemy warlord
and having yours survive.
Boons of Destiny
Every 2 Campaign Victory Points gained allows the general to grant a benefit to any character in the army. These bonuses can be applied to a model with the Independent Character or Character rules. In order to gain a benefit, roll a D6 then consult the table (the effects are permanent as long as the character lives):
1. Battle
Lust: +1 WS and +1 Leadership
2. Athletic
Conditioning: +1 Strength or +1 Toughness
3. Perfect
Timing: +1 BS and +1 Initiative
4. Lightning
Reflexes: +1 WS, +1 Initiative, and +1 Attack
5. Overwhelming
Power: +1 Wound or +1 Mastery Level (if not a
Psyker, character becomes ML 1)
6. Wisdom
of Battle: Gain 1 USR selected from the following
list:
a. Adamantium Will
b. Eternal Warrior
c. Stealth
d. Infiltrate
e. It Will Not Die
f. Furious Charge
g. Daemon
Note - The
player can save up to 4 Campaign Victory Points before they must be used.
Curse of Defeat
This campaign isn’t all sunshine and rainbows. Using special characters and giving them the ability to gain powers also means they can lose them in a battle. This applies to any character that has rolled on the Boons of Destiny chart or is the Warlord for your force. If the character loses all their wounds in combat, they must roll a D6 at the end of the battle. On a roll of 1-3, they are considered to have Major Wounds. If they roll a 4-5 they have Minor Wounds. On a roll of 6, they have shrugged of their maladies. The actual penalties are as follows:
Minor
Wounds – Character suffers -1 WS/BS/Initiative.
Major Wounds – Character suffers -1 Strength, -1 Toughness, and -1 Wound (all to a
minimum of 1).
If the
character is an Eternal Warrior, he or she may add +1 to their dice roll to
show that they have been hardened by years of war or physical training. Every
time a character already has Minor Wounds and suffers an additional Minor Wounds effect, they are downgraded to having Major
Wounds. If they have Major
Wounds and suffer an additional Minor
Wounds effect, the effects are cumulative and
they are on the brink of death (but are still alive). Any further wounds
suffered at this point will result in permanent death. If a character already
has Major Wounds and suffers
another Major Wounds roll, the character
is removed from play (potentially altering the storyline). On the flip side, if
a character has Major Wounds and
survives a battle, they are upgraded to only having Minor
Wounds. Any character that has Minor
Wounds that survives a battle loses the negative
effects of Minor Wounds. The
player can choose to not have the character participate in a battle at all. If
this happens, the character loses any Major Wounds and Minor Wounds effects
they are suffering...they make a full recovery!
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