GoD Advanced rules

7 Advanced rules

Once you and your players have grasped the basic rules and campaign mechanics you can add more interest to your campaigns by using some of these optional advanced rules.

7.1 Garrisons

Players may use 1 campaign point to establish a garrison on a planet. These allow a player to reduce their army points penalty by 10% when defending the planet. Garrisons have to be purchased separately for each planet during the conflict phase but after any conflicts have been resolved (you can’t wait to see if your planet is attacked and then decide to establish a garrison). If the planet with a garrison is lost the cost of the garrison is no longer deducted from your campaign points. A player who wins a planet with a garrison from another player will have to install his own – he cannot use those of the defeated army. The cost of the planetary garrisons come off your overall campaign points. A planet’s garrison doesn’t necessarily have to be paid for by the campaign points from the planet itself. Planetary garrisons are a permanent purchase and may not be dismantled or traded in to get campaign points back.

7.2 Defenses

If a planet already has a garrison established then players may use 1 further campaign point to install planetary defenses. These allow a player to prevent other players passing their planet without permission. In order to pass a planet with defenses without the permission of the owning player you must beat them in battle. The cost of defenses come off your overall campaign points. A planet’s defenses don’t necessarily have to be paid for by the campaign points from the planet itself. Planetary defenses are a permanent purchase and may not be dismantled or traded in to get campaign points back.

7.3 Probes

Players may buy a probe for 1 campaign point. A probe is used to gather information about distant systems and can travel any distance across the star map. When it reaches its target sector (alpha primus, say) it will transmit a report back to the player about the planets in that sector. This won’t tell you everything you want to know – it will tell you what planet types are in the sector, and how many are owned or neutral. It will not tell you exactly which is which. So, the report might be ‘The sector contains four planets. Two are owned and two are neutral. There is a civilised world, a research station, and two worlds which are of an unknown type’.

Each time a probe crosses a sector line you must roll a D6. On a roll of 6 the probe is lost and no report is transmitted.

The campaign point spent on a probe is a permanent cost – if the probe is destroyed its cost of 1 campaign point is still deducted from the player’s total. A player may buy as many probes as he wishes but cannot have more than one probe at a time.

If a probe visits a neutral planet that has not yet been rolled up on the planet generation table it just reports ‘Neutral planet of unknown type’. Tyranids and rebels may not buy probes.

7.3 Scanners

Players may buy a scanner for 1 campaign point. The campaign point is permanently deducted from the player’s total (they cannot cash the scanner in to get a campaign point back). When visiting a neutral planet a scanner allows a player to roll up the planet type before deciding whether to invade. When visiting planets owned by another player a scanner will detect the planet type, name, owning player and whether defenses are installed. Each time a scanner is used roll a D6. On a roll of 6 the scanner malfunctions before it reports to the player and is destroyed. Tyranids have their own special rules and cannot buy a scanner.

7.4 Warp jumps

Players may attempt to make a warp jump to a location. When warp jumping the player is attempting to plunge into the warp and navigate to another location for which there is no warp route laid down from their current position. Warp jumps may only be made to a location that the player owns or, with their permission, belongs to a friend or ally.

Warp jumping is perilous and there is a chance that a fleet will get lost or waylaid. When attempting a warp jump the player rolls a D6. On a 4+ the jump is completed successfully. On a 1 to 3 the fleet is lost or delayed in the warp. How long the fleet is lost for depends on the length of the jump attempted.

Count the number of sectors to the new location, with locations within the current sector counting as 1. The time lost in the warp is equal to:

Sectors jumped

Time Lost

1

D3

2

D3+1

3

D3+2

4

D3+3

The player doesn’t actually miss the campaign turns (that would be too harsh – leaving a player out for several weeks!). However, during the player’s absence and total lack of control his planets may overthrow him. For each time period spend in the warp re-roll on the planet reaction table for each of the player’s planets. If any of the planets roll up a ‘Resist’ result then they have revolted in the player’s absence and will revert to being neutral planets (their name and planet type will remain the same). Any defences garrisons are lost.

For example: Gary attempts a warp jump from location 21 to location 47. He makes his navigation roll and gets a 3, failing it. Counting the starting sector as 1 this is a 3 sector jump (gamma primus, beta primus, alpha secundus). Gary rolls D3 and gets a 2. He is lost for 2+2=4 periods in the warp. Each planet rolls 4 times on the reaction to occupation table to see if it revolts.

7.5 Rebel forces

Rebel forces do not own planets. They fight a guerrilla war, attacking worlds for gain or for their own arcane reasons. If a rebel force defeats a planet (neutral or owned by another player) they will gain half its campaign points. The planet’s campaign point value will be reduced by 50% for the rest of the campaign, representing the damage to the flora and fauna, infrastructure and resources of the planet. Knowing what is coming, planets will always resist a rebel incursion and the reaction to occupation table is not used. Rebels will never attack a planet twice because they have taken the easy pickings the first time around. They may always move freely past a planet that they have previously defeated, even if it belongs to another player (the natives remember what happened last time!).

Since rebels do not own them a player does not lose a planet to rebels, but will find that it is worth half its original campaign points if it the rebels win an assault against it. Similarly, once gained a rebel’s campaign points are never lost because they do not lose planets.

When compared to regular campaign fleets rebels have limited resources. To represent this they will pick up a D6% points penalty in each battle they lose. This points penalty accumulates throughout the campaign as their forces become depleted through loss. However, in every game that they win they will reduce their points penalty by 1% for every whole 100 victory points that they gain over and above their opponent’s victory points. This represents the spoils of war.

In every other way rebels follow the normal rules for the campaign, with the exception that the race characteristics to not apply. Eldar rebels therefore do not get better scanners, and ork rebels cannot try to force their way past enemy planets.

Becoming a rebel

Most rebels will start out as such at the outset of the campaign. The Gamesmaster might consider allowing a regular army to become a rebel fleet. When this happens all planets owned by the commander revert to neutral status as he withdraws his forces, and his points penalty therefore resets itself to zero. Most of the player’s campaign points will disappear too, with the possible exception of special points awarded for defending planets and so on. Thereafter the normal rebel rules apply.

Rebel mercenaries

Rebels will not normally be allowed to ally with other players, but the Gamesmaster might consider allowing a rebel fleet to play as a hired army – perhaps to defend a planet if a player is busy elsewhere. It is up to the players to agree a fee for this (a favour, or transfer of Campaign Points for example). The rebel fleet will have to be able to get to the planet involved – perhaps by making a warp jump there with the owning player’s permission. The Gamesmaster should approve each instance to prevent abuse. If a rebel attempts a warp jump they must roll to see if they get lost, just like ordinary fleets.

Rebels and warp jumps

Since the rebel has no planets that will revolt during a period when they are lost in the warp the rebel player will instead gain a 1% points penalty for each time period they are lost. This represents the draw on the rebel’s resources of spending so long lost in the abyss. A rebel fleet becoming lost when attempting a 4 sector jump will therefore pick up a D3+3% points penalty. Note that since rebels do not own planets they will have to have permission to jump to a planet owned by another player (the ‘permission’ represents the player supplying the co-ordinates for the jump).

Note well! Rebels are an advanced rule intended to allow players who cannot play very often, or players who have lost all their planets, to have a role within the campaign. If you allow very capable players to be rebels from the outset of the campaign you will find that they become too powerful. If this is the case, the rebels could be told that they have become so expansive that they have to revert to being a normal warlord, with their own planets and so on.

7.6 Campaign points as currency

Players are allowed to use their campaign points to barter, bribe and extort other players. For example, they might buy passage past a planet owned by a tough warlord, or buy the location of a tasty planet or other artifact. To avoid abuse (for example, several players paying another in order to create a false leader) barters are only allowed with the permission of the Gamesmaster for each transaction.

7.7 Play mission to prevent distress call

If this rule is in play players may opt to play a sabotage mission (see page 149 of the 40K rulebook) to see if they can stop a distress call getting out when a ‘Send distress call’ result is rolled on the reaction to occupation table.

7.8 Alliances

Allies can be formed at a number of levels. At the simplest and most benign players may agree to let certain others though their space and locations, or have a non-aggression pact. Such things can be useful at the outset of a campaign. This is a campaign level alliance or agreement.

Players might also want to ally at a battle level – in other words, to fight with a combined army against a common foe in a game of 40K. This takes more management, and some alliances are out of the question within the background of the 40K game. It is up to the Gamesmaster to allow or forbid battle-level alliances as he sees fit.

7.9 Special locations

By keeping the core rules for planets reasonably simple the Gamesmaster can invent a small number of special locations to add depth and interest to the campaign. These may be new planet types, objects to find, people to rescue, or anything the Gamesmaster can think up. Here’s an example:

Penal Colony

The Gamesmaster posts a distress call intercepted from deep space, stating “Help. We are being held prisoner. Big reward to anyone who rescues us”. When the rescuers arrive they might discover that this is really a penal colony that is in revolt. The player has to decide whether to help the prisoners or the guards. The governer and a prisoner could both present their side of the story. If they help the prisoners play a breakout mission. If they help the guards, play some sort of capture mission. Maybe the prisoners have conned the player and they unwittingly unleash a Necron strike force on the galaxy…

7.10 Army development

For simplicity we suggest in the core rules that players just play normal 40K games. A new army list may be drawn up before each battle, and the forces might vary from battle to battle. If you wish you could use the rules in the 40K rulebook to allow the player’s armies to develop new skills as their experience and renown increases. Players might also be expected to draw their armies from a core list that cannot be changed. For example, in a campaign with a 1500 point base army size, players might be asked to put together a number of units to a value of, say, 2500 points. Thereafter their 1500 point – or whatever – gaming armies have to be selected from those pre-determined units. Obviously armies with lots of low point units and characters will be more flexible than those with a smaller number of powerful units. Players have to field an army that is within the points allowance after deductions for points penalties.

7.11 Fleets defending planets

Fleets in orbit above a friendly planet will help defend it. Any planet with a friendly fleet above it counts as having planetary defences installed, and so fights at 100% of base game points. If ally rules are in place and the assisting fleet belongs to an allied army then the points shortfall is made up by troops from the allied army. If a planet already has planetary defences in place then the defending fleet may instead either make a preliminary bombardment or use the deep strike rules (even in scenarios that do not normally allow it) as explained in the 40K rulebook under scenario special rules.

7.12 Alien artefacts

One special twist that you can introduce is to place alien artefacts on some planets and then let players play a take and hold mission, or similar, to capture it. You can wait until the campaign is underway before placing the items – that way if it helps then you can place them close to players who need a bit of help, and away from those who are doing fine already! Here are some examples of alien artefacts. Others will be described in the campaign packs.

Very useful or powerful artefacts should be limited in their use or carry a chance of failing. As an added twist you could always tell the players that they have to spend a Campaign Point on research and development to find out what the artefact is and how to use it. If they don’t want to do this they could always just turn it on and see what happens…

Super-weapon

This weapon is capable of destroying a planet and leaving an unstable warp hole in its place. It is designed to be used from the next location to the target, and not on the planet that the player is orbiting! If the player uses it on the planet they are orbiting they will be sucked into the unstable warp hole. Make a D66 or D1010 roll to generate the target location for the warp hole. We suggest that you only allow the weapon to be used once or twice. Tell the player this or that there is a gauge showing ‘1’ or ‘2’ on the weapon.

Stealth device

When activated this allows a player to move past planets unhindered. Their location is not revealed to other players. Each time it is used there should be a chance that it will malfunction and cease to work permanently – say on the roll of 6 on a D6.

Warp jump stabiliser

This improves the player’s navigation when making warp jumps. The player may re-roll his warp jump rolls if the first one is failed.

Super scanner

A Super Scanner will scan and report details of the player’s current location, as normal, plus all of the adjacent locations connected to the current one by a warp route. On a D6 roll of 6 the Super Scanner fails just like a normal scanner. It may not be repaired.

Warp hole generator

This generates a temporary instability in the warp and projects the player’s fleet to a randomly generated location. Make a D66 or D1010 roll to generate the new location.

Warp homer

When deployed on a planet this device allows the fleet to make a warp jump back to that planet from any location with certainty – there is no chance of getting lost. The device may be deployed on any planet under the player’s control. Don’t worry about how it gets there – let’s assume the fleet ships it there somehow. Once deployed it may not be removed. The player may hold on to the device for an unlimited period before deciding to deploy it, but may not deploy it and warp to it in the same campaign turn. It is deployed during the movement phase of the campaign turn. If the planet falls to another player then the device will come under the control of that player but may not be removed or re-deployed.

Drifting hulk

This isn’t an artefact as such. A space hulk drifts into the player’s location. Use the floor tiles from Space Hulk to play out a game in the tunnels and corridors of the hulk, with Tyranid Genestealers stalking around. Ban the use of vehicles in the player’s army and possibly limit their points to, say, 500. Hide an alien artifact in one of the rooms and see if the player can escape with it. You could always plot a real route for the hulk and allow other players to have a go at it if the first does not succeed.

New drive technology

The device allows the player’s fleet to move faster, perhaps 4 or 5 moves per turn instead of the usual three.

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