Welcome to the Cadian Gate Campaign blog: a narrative based campaign set in Games Workshop's Warhammer 40,000 universe.

The Rules

How this campaign works

Each campaign turn is composed of two phases: The Mustering Phase, and The Conflict Phase. 
The Mustering Phase

1.) At the beginning of the Phase each Faction generates their Mobilization and Requisition points based on the warzones that they control.
2.) Each Faction rolls a D6 in an effort to gain the initiative.
3.) The player with the initiative can spend Mobilization or Requisition points to perform one action, or pass; after doing so the initiative is then passed to the opposing player. After both players have passed or neither player has any points left to spend The Mustering Phase ends, and The Conflict Phase begins.

Spending Mobilization Points

Mobilization Points represent your faction’s administrative and logistical capabilities. The application of intelligence and proper deployment of assets is a key to victory in any battle.
Mobilization points can be spent to move a friendly character from one warzone to another while adhering to these restrictions:  A character can only move to another unoccupied warzone on the same planet, or a planet directly adjacent to the characters current planet. Mobilization points can’t be spent to initialize a challenge, but can be used to flee an incoming challenge (cost 2 Mobilization Points).
Mobilization points can also be spent at specific Warzones to perform special abilities (See Warzone description). Mobilization points can also be spent to execute a captured enemy character at the price of 5 points. Mobilization points that are not spent by the end of The Mustering Phase are carried over into the next campaign turn.

Spending Requisition Points

Requisition points represent your faction’s drafting, training and manufacturing capabilities. An intact infrastructure and adequate production are the back bone of any great war-effort.

Requisition points can be spent by friendly characters to initiate a challenge for an Enemy occupied Warzone while adhering to these restrictions: The warzone must be on the characters current or adjacent planet. The Player who is being challenged can choose to spend 2 Mobilization points to retreat their character from the warzone to any free warzone on the same planet or the adjacent planet which is in the direction of their own Head Quarters (if there are no free warzones then they must stand and fight!). Characters which
If the player who is being challenged does not choose to retreat then a battle takes place at that warzone with the player who initiated the battle as the Attacker.

Every 1 Requisition point that is not spent by the end of The Mustering Phase is converted into 2 Mobilization points and Carried over into the next campaign turn.

The Conflict Phase:

Play out each challenge in an order decided by the player who won the initiative at the beginning of the conflict phase.

When fighting a battle over a Warzone the Attacker chooses the points level, and the Mission. Missions can be chosen from any Games Workshop or Forgeworld book (That is to say not just the BRB); the attacker is responsible for producing the mission rules. The Attacker always fights the mission as the Attacker if the mission has Attacker and Defender roles.
If the Attacker wins the mission then the defender is pushed back to the nearest open warzone (in the direction of their own Head Quarters). If there are no warzones open then they are automatically transported back to their Head Quarters; if the Head Quarters is also occupied then this character is destroyed.

If the Defender wins the mission then the attacking character stays put at the Warzone from which they were instigating their challenge, having been pushed back.

Possible Character Death Outcomes:

Mission Success & Character Death:

In the instance that a Character leading an army is slain in battle, but their comrades in arms manage to succeed in their mission Roll a D6: on the roll of a 3+ the character has been recovered during battle and their wounds tended to. On the roll of a 1 or a 2 the character has been captured by the retreating forces. To regain this force the character must be rescued!

Mission Failure/Tie & Character Death:

In the instance that a Character leading an army is slain in battle and their comrades have failed to complete the mission objectives the army is destroyed and the character is captured by the prevailing force. In the likely scenario that the winning player’s character is killed, and the losing player’s character is killed, then the winning player’s character is recovered, rehabilitated, and there is no need for the roll of a 3+. The losing player’s character is then captured by the victorious character. 
Rescuing Captured Characters:

To rescue a captured character a challenge must be issued against the character which did the capturing. The Attacker must choose an appropriate mission, and finish the mission with more Victory Points to free the captured character. Characters which have been rescued are placed at the Warzone from which the Attacker launched their assault from.

Character Progression & System FAME

For every battle that a Character wins, and doesn’t lose all of their wounds can roll on the following table & one System FAME point.

D6     Advance
1-3    Roll again   1-2 +1 WS 3-4 +1I  5-6 +1A
4-5    Roll again   1-2 +1 LD 3-4 +1 I  5-6 +1 W
6       Roll Again  1-3 +1 T   4-6 +1S

Characters can carry their Fame points around with them, or they can buy Cities of Death Stratagems with them for a ratio of 1 to 1. Characters that choose to carry the Fame points gain the following bonuses:

1 System Fame Point: Fear, and enemy units in base contact suffer -1 to their Leadership value
2 System Fame Points: Fear, Fearless, and enemy units in base contact suffer -2 to their Leadership value
3 System Fame Points: Fear, Fearless, and Enemy units within 12 In’ suffer -2 to their Leadership value
4 System Fame Points: Fear, Fearless, and Enemy units within 24 In’ suffer -3 to their Leadership value
5 System Fame Points: Fear, Fearless, and Enemy units within 36 In’ suffer -4 to their Leadership value

Super Heavy Status: Any character which has their Super Heavy Status set to ‘supplied’ can bring Super Heavies to any battle. When a character loses a mission their Super Heavy Status is automatically set back to ‘vacant’.

Planetary Population:

Each Planet begins the campaign with a total population of 100,000,000. Each of the 8 planets in the system has a faction allegiance designated by the symbol located above the planet in the system blueprint.

Whenever a character moves to a warzone on a planet belonging to the opposing allegiance, that planet suffers a loss of 100,000,000 people.

In the scenario that a planet’s population falls below 1, all of the warzones on the planet lose their special abilities, and gain the special rule: Smoldering Rock.

Smoldering Rock: No model can draw line of sight to any other model more than 30 inches away. All terrain (including open terrain) counts as dangerous terrain.  


Each Campaign Turn = 1 Month in game time.

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