Planning for the First Day

40k Campaign: The Struggle for Planets
Background
All the races have discovered a new cluster of planets and are rushing to be the first
there to claim them. These planets are wanted for their abundant resources. Your job… win
the struggle.
Planning for the First Day
All the players will begin with an overview of the campaign rules and the map. Then
the players will roll off to see who gets first pick in planets. The winner of the roll-off will
pick first, and claim a territory as his headquarters, a city, or a camp. This process will
continue to the last player, who will pick first in the second round. After five rounds the
beginning territories will be chosen. By the end of the five rounds, the player must have
placed 1 headquarters, 2 cities, and 2 camps. A map will be provided for the players to look
off of when choosing their beginning territories.
The Rules
To win the game you must obtain control of three complete planets, or ten different
territories. Each territory can have a headquarters, city, or camp. A headquarters can hold
750 points, a city has a 500 point max, and a camp holds 250 points. After the territories are
chosen each player will decide whom they want to attack (if they do not want to attack they
do not have to but you can’t win without attacking). Instead of attacking, you can claim
barren land and use any left over upgrade points to improve it. You can only attack the
planets near you, as shown on the map. After the attack is chosen, there will often be people
that will be attacked and have to defend in the same round. To fix this, the person who has
the shortest attack distance gets to attack first, while the other person must defend. This
sequence will continue until everyone has a game going that round. You do not have to
bring your whole army to attack but should choose the most affective portion to attack with.
Each time you win an attack the defenders territory is slightly wrecked, so a
headquarters is now your city, a city to your camp, and a camp to barren land. By winning,
you gain two upgrade points, with these you can upgrade your territory to the next level,
making a city, a headquarters etc. By winning in defense, you earn one point. If you win an
attack but gain barren land, then you have to use at least one of your upgrade points to
upgrade your territory to habitable land. After winning, if you have too many points of your
army in your territory, then you can go to the nearest accessible planet under you control.
Or, if you have too many points of your army under one of your territories, then you can
leave them there but take D6 armor saves on all squads (HQ’s are separate squads and you
must take the armor save as the average armor save in each squad). These throwing saves
represent the lack of space and lack of food for your army. You may also save points, and
use upgrade points before or after any round. Alliances are not allowed, to keep the
campaign fair and competitive. All games will be played under the rules Games Workshop’s
sixth edition rulebook.