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GALACTIC CONQUEST

AN UNOFFICIAL WARHAMMER 40K EXPANSION/CAMPAIGN

I NTRODUCTION

Welcome to Galactic Conquest, the Unofficial Campaign creation set based on


Games Workshops 40k Strategy game. This Expansion will allow you to create Solar
Systems, Sub-Sectors and even Galaxies to fight across in a Map-based campaign.
This set of rules is based on the 1990 Mighty Empires rules, which can be found on
the Games Workshop Website, under the Specialist Games Resources section.

W HAT YOU WILL N EED :

To play games using this expansion you will need:

 At least 2 people, each with at least 1 1500 point Warhammer 40,000 army each.
 A copy of the relevant Codex for each players Army.
 A copy of the Warhammer 40,000 Rulebook.
 A copy of the Cities of Death 40k Expansion.
 A copy of the Planetstrike 40k Expansion.
 Equipment for Building your Campaign map (Details can be found on page 24.)

L E GA L D I S C LAI M E R

THIS EXPANSION IS COMPLETELY UNOFFICIAL AND IN NO WAY ENDORSED BY GAMES WORKSHOP LIMITED.
ADEPTUS ASTARTES, BLOOD ANGELS, BLOODQUEST, CADIAN, CATACHAN, THE CHAOS DEVICES, CITYFIGHT, THE CHAOS LOGO, CITADEL,
CITADEL DEVICE, CODEX, DAEMONHUNTERS, DARK ANGELS, DARK ELDAR, 'EAVY METAL, ELDAR, ELDAR SYMBOL DEVICES, EYE OF TERROR,
FIRE WARRIOR, FORGE WORLD, GAMES WORKSHOP, GAMES WORKSHOP LOGO, GENESTEALER, GOLDEN DEMON, GORKAMORKA, GREAT
UNCLEAN ONE, INQUISITOR, THE INQUISITOR LOGO, THE INQUISITOR DEVICE, INQUISITOR:CONSPIRACIES, KEEPER OF SECRETS, KHORNE,
KROOT, LORD OF CHANGE, NECRON, NURGLE, ORK, ORK SKULL DEVICES, SISTERS OF BATTLE, SLAANESH, SPACE HULK, SPACE MARINE,
SPACE MARINE CHAPTERS, SPACE MARINE CHAPTER LOGOS, TAU, THE TAU CASTE DESIGNATIONS, TYRANID, TYRANNID, TZEENTCH,
ULTRAMARINES, WARHAMMER, WARHAMMER 40K DEVICE, WHITE DWARF, THE WHITE DWARF LOGO, AND ALL ASSOCIATED MARKS,
NAMES, RACES, RACE INSIGNIA, CHARACTERS, VEHICLES, LOCATIONS, UNITS, ILLUSTRATIONS AND IMAGES FROM THE WARHAMMER 40,000
UNIVERSE ARE EITHER ®, TM AND/OR © COPYRIGHT GAMES WORKSHOP LTD 2000-2010, VARIABLY REGISTERED IN THE UK AND OTHER
COUNTRIES AROUND THE WORLD. USED WITHOUT PERMISSION. NO CHALLENGE TO THEIR STATUS INTENDED. ALL RIGHTS RESERVED TO
THEIR RESPECTIVE OWNERS.

THIS EXPANSION IS A 40K REWRITE OF THE 1990 MIGHTY EMPIRES RULES, FOUND IN THE OUT OF PRINT SECTION OF THE SPECIALIST GAME
RESOURCES SECTION OF THE GAMES WORKSHOP WEBSITE.

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C ONTENTS
 Page 1 – Introduction
 An Introduction to the Expansion

 Page 2 – Contents
 Contents list

 Page 3 – Rules
 The full rules for setting up and playing a Campaign using Galactic Conquest
 Page 22 – Space Combat Rules

 Page 24 – Creating your Campaign


 Full Instructions for Creating a Campaign map, including planet and map
creation templates.

“Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.”
- Sun Tzu
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RULES
This section contains all the rules you need to set up and play a Game of Galactic
Conquest.

S ETTING U P YOUR C AMPAIGN

FIRST FIND YOUR GALAXY…

To play a game of Galactic Conquest, you must first have a galaxy to conquer, or at least a small sub-sector. In
this game the area of play is represented by a map made out of interlocking hexagonal tiles, which represent
the planets, arranged in groups of 7 to form Systems, these are then placed together to form the wider field of
play. Full Instructions for creating your map can be found on page 24.

Choose one person to be the Game-Master, this person may not play a part in the campaign, but instead
oversees the campaign phases and places anything that needs to be placed impartially. At the start of the
campaign, each player has only one system, referred to as his Home System. This system is the heart of the
player’s empire, and must be defended at all costs.

After creating your board, you will need to set up your game. All the players roll a D6 (rerolling ties) and the
highest gets to place his Home System anywhere on the map, in whatever system he wishes. All the other
players, starting from the next highest roll, may then place their Home Systems, as long as they are not
adjacent to any other player’s Home System. After all Home Systems have been placed, using his private map,
the GM secretly places the 3 Mystery planets. These represent planets that confer bonuses to the Owning
player; the GM may not place two special planets in one system, nor may he (if at all possible) place the special
planets in an adjacent system to one already owned by a player. The Mystery Planets are created by the GM.

PLANET CREATION

Once everyone has acquired a Home System, and all mystery planets have been placed, the players must find
out what kind of planets their Home Systems contain.

The Central planet of each home system is automatically a Hive World and is the capital of the empire. Each
Player must place a Hive world Tile in the central Hexagon of their Home Systems. For Every other planet in
players Home Systems, Roll 2D6 on the following Chart. In addition, one planet in the home system must be
designated a Space Port by the owning player. 2D6 Planet Type
2 Dead World
3 Dead World
After rolling on the chart, 4 Dead World
5 Agri-World
place a planet tile that
6 Agri-World
corresponds to the result on 7 Agri-World
the hexagon you rolled for. 8 Agri-World
9 Forge world
10 Forge World
11 Hive World
12 Hive World

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TILE TYPES

In the galaxy of M41, there are many different types of planet, with untold millions of variations. For simplicity,
in the game of Galactic Conquest, there are only 6. These represent the ’typical’ types of planet you are likely
to find while exploring the Galaxy. The descriptions are all from an Imperial point of view, but can be
transferred to most races in the 40k galaxy quite easily.

A G R I -W O R L D
 The Agri-worlds of the Imperium are the prime generators of food for the
untold millions under the Emperors rule. They are sparsely populated, but as
the entire planet is given over entirely to producing food, there is always
enough to eat.

Subsistence Value: 3

Revenue Value: 1

F O R G E W O R LD
 These worlds exist to produce weapons and are ruled over by the shady Tech-
Priests of the Mechanium. They create every single gun, tank or explosive
found in the Imperium at a fantastic rate. As such, there is very little food to
be found on a Forge World, but the benefits in weapon production outweigh
this enormously.

Subsistence Value: 1

Revenue Value: 4

H I V E W O R LD
 The primary population centers of the Galaxy, these planets have the
potential to contain billions of people. They are generally barren wastelands
outside of the Hive-Cities and have atmospheres that are so full of CO2 that
they need to be constantly filtered and re-filtered to remove all the deadly
toxins that are created by the population.

Subsistence Value: 2

Revenue Value: 3

D E AT H W O R LD
 These Planets have been classified as completely uninhabitable, not because
they cannot sustain life, but because the very planet itself seems to be
hostile, with the various Flora and Fauna striving constantly to expel
colonisers.

These planets have no Subsistence or Revenue Value, and cannot become part of
Empires

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L IFELESS W ORLDS

These worlds are Lifeless and dead, whether by natural or unnatural occurrences.

DEAD WORLD
 One of the most common planets in the Galaxy, these planets are dead and
lifeless balls of rock, either due to their placement in the solar system, or
through some other means, such as a Tyranid Invasion. They can however, be
terraformed and colonised.

These Planets have no Subsistence or Revenue Value

D E ST R O Y E D W O R LD
 This is the ultimate weapon in the arsenal of any Species, the ability to
destroy an entire planet. This planet has been completely obliterated, and
can never be re-made. Such power is incredibly expensive however, and is
only reserved for the direst of situations.

These planets have no Subsistence or Revenue Value, and cannot become part of players
Empires.

A RMY C REATION

After all players have rolled to find out what planets are in their Home System, all players must roll to
find out the Total Point values of armies on each planet. If you only have 2 or 3 players in the Campaign,
it is probably best to decide on an Equal point value for every player, but if you are playing a large
campaign, then use the following charts to decide on points values, this will produce a more realistic
campaign overall.

A R M Y C R E AT I O N C HA R T
For each planet in the players’ possession that is not a Dead World, roll on the following chart:

Planet Type Roll The Game Master should have a note book with which he should record all
point values for each army on separate pages for each player, as well as any
named characters, supplies and space ships in the army. Each player should
Capital 5D6x100
have a copy of their force sheets, as well as relevant army lists.

Hive World 2D6x100 After rolling for each planet in the Home System, each Point value must be
divided into armies of between 500 and 1500 points. One planet may contain
Forge World 1D6x100 more than one army, and the group of armies on a planet is referred to as a
‘force’. Each Army is given 1 Ship, apart from the armies on the designated
Space Dock, which are given D3. Each army is also given D3 baggage Points.
Agri-World 1D6x100
Armies and Forces are represented by a model from the player’s collection.

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Once all points values are worked out, players must create army lists from
the standard force organisation chart that can be found in the Warhammer
40,000 rulebook. At least one army must contain a named Character.

P LAYING THE C AMPAIGN

This section will outline all the rules needed to play your game of Galactic Conquest.

T HE C AMPAIGN P HASE

Each phase of the campaign is divided into 6 turns, where each player takes it in turn to scout planets, move
armies and battle, if the occasion demands it. In background terms, each turn represents 2 months of time.
Roll a D6 to see who goes first, play then continues clockwise. There are 6 turns in each campaign phase.

Each player turn is divided into several phases; rules for each phase are explained in more detail on the
following pages.

P HASES
All players take it in turns to play out a phase, i.e: the first player has his subsistence phase, and then the next
player has his subsistence phase, and so on until all players have had completed the subsistence phase, at
which point the next phase is played. The Scouting and Movement phases are considered a single phase.

1. THE SUBSISTENCE PHASE

In this phase, the player’s armies take food and supplies from their current planet. If they do
not have enough to feed on, casualties may occur.

2. THE SCOUTING PHASE

During this phase, small bands of explorers may scout ahead of the main force, to ascertain
whether the planet ahead is safe for conquest.

3. THE MOVEMENT PHASE

The Player’s forces/armies may now move into any scouted tile. If a force moves into a tile
containing an Enemy force, the enemy force must decide whether to retreat or fight.

4. THE BATTLE PHASE

In this phase, any battles that have been initiated by Moving into the same tile as an enemy
force are fought. The Game Master records all battles and sieges that have been initiated, and
players play them at a later date if there is not enough time to play them at that moment.

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5. THE SIEGE PHASE

Any contested hexagon that contains either a Forge world or a Hive world will automatically
become besieged, the owning player may not retreat but instead takes refuge within the walls.

6. THE RAZING PHASE

A force that is stationed on an uncontested planet may opt to raze it.

7. THE REORGANISATION PHASE

Forces may redistribute units, baggage and ships throughout the force.

THE NEXT CAMPAIGN TURN IS NOW PLAYED , UNTIL ALL 6 HAVE PASSED, AT WHICH POINT THE
CAMPAIGN PHASE ENDS, AND THE DIPLOMACY PHASE BEGINS.

P HASE R ULES

T HE S UBSISTENCE P HASE

During the Subsistence Phase, Armies use the planet they are on to gather food, water, and
other necessary supplies to sustain them throughout the turn. If they do not have enough, they
will be forced to subsist from their supply ships, or casualties may occur. The amount of Supplies
each army/force is carrying with them is written on the relevant sheet in the Game Masters
Notepad.

Each Army in the Force will use up one point of subsistence each subsistence phase.

Every planet has a subsistence value, which is the amount of subsistence it can generate each
subsistence phase, the second number is the chance of gaining an extra baggage point during
the raze phase.
Planet Type Subsistence Value
Hive World 2/5+ If a Force contains more armies than can be supported by
Forge World 1/6+ the planet, then any armies that can subsist do so normally,
Agri-World 3/4+ and any extra must subsist from Supply Ships. If a force is in
Death World 0/- the space between systems, they will automatically subsist
Lifeless World 0/-
from their supply ships. Each Army may contain a maximum
of 6 supply points, and 1 supply point may support the army
for 1 turn.

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If an army cannot subsist for whatever reason, and has no supply points left, then starvation will
occur. Roll a D6 on the following chart to determine the result of Starvation.

D6 roll Effect
1 Lose D6x50 points of models from the army.
2 Lose D6x20 points of models from the army
3 Lose D6x10 points of models from the army
4 Lose D6x5 points of models from the army
5-6 No Effect.

The owning player must deduct models from the relevant army list to the value of the loss.
Equipment may not be deducted rather than models, and if it impossible to remove the exact
amount, extra must be removed.

T HE S COUTING P HASE

During this phase, Armies send small fleets ahead of the main force to determine whether the
planet ahead is ripe for conquest. This will determine the type of planet that is ahead. Scout
forces may also come across Independent planets or Empires, or Events beyond their control
may hinder their progress.

An army may attempt to scout any adjacent hexagon to the one currently occupied, and Forces
may attempt to scout as many hexagons as there are armies within the force, if both are
successfully scouted, the Force may split into separate armies and move in different directions .
The same hexagon may not be scouted twice in the same scouting phase. You need not scout
into hexagons already part of your empire or space tiles.

When scouting into a completely unexplored system, roll on the following chart to determine
the type of system:

The Game Master should record what type of system is produced.

If the system type is already determined, skip the system


D6 Roll System Type
type roll and roll on the relevant scouting chart for that
1 Unexplored System system type.

2 Unexplored System Once the system type has been determined, roll on the
relevant scouting chart, the scouting charts are found on the
3 Colonised System
following pages.
4 Colonised System
If your scouting mission is successful, place a marker on the
5 Inhabited System planet tile to show that it has become part of your empire.

6 Inhabited System
If you successfully scout a hexagon belonging to an enemy player, but which does not have any
of his forces in it, your forces have ‘liberated’ the planet from the oppression of the enemy and it
becomes part of your empire. You may discount all rolls other than ‘Event’ when rolling on
Scouting Tables for Known Planets.

When scouting an Occupied Enemy Hexagon, roll on the Occupied Enemy Planet table.
Page | 8 – Galactic Conquest Game by Dastardly Dave
UNEXPLORED SYSTEM SCOUTING CHART .

Roll 2D6 on the following Table:

2D6 Roll Result Detail

2 Death Your Scouts have encountered a Death World, do not place


World any territory marker on the Tile, though you may still move
through it. (suffering the penalty determined by rolling on
the Death World Chart.)

3 Event Your Scouts have met with an unexpected Event which


hinders their progress, Roll on the Events table to determine
what kind.

4 Forge World Your Scouts have found a Forge World, however, if your roll
was double 2, the world has resisted your encroachment and
set itself up as an Independent Planet. Roll on the
Independent Species Table to determine what race the
Planet is.

5 Dead World The planet your forces have scouted is barren and devoid of
all life, although you may still count it as part of your Empire
and move through it as normal.

6 Agri-World Your Scouts have discovered an Agri-world, however if your


roll was double 3, the planet has set itself up as
Independent. Roll on the Independent Species Table.

7 Dead World The planet your forces have scouted is barren and devoid of
all life, although you may still count it as part of your Empire
and move through it as normal.

8 Agri-World Your Scouts have discovered an Agri-world, however if your


roll was double 4, the planet has set itself up as
Independent. Roll on the Independent Species Table.

9 Dead World The planet your forces have scouted is barren and devoid of
all life, although you may still count it as part of your Empire
and move through it as normal.

10 Hive World Your Scouts have Encountered a Hive World, but if the roll
was double 5, it has decided to remain Independent, roll on
the Independent Species Table.

11 Event Your Scouts have met with an unexpected Event which


hinders their progress, Roll on the Events table to determine
what kind.

12 Death Your Scouts have encountered a Death World, do not place


World any territory marker on the Tile, though you may still move
through it. (suffering the penalty determined by rolling on
the Death World Chart.)

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COLONISED SYSTEM SCOUTING CHART

Roll 2D6 on the following table:

2D6 Roll Result Detail

2 Death Your Scouts have encountered a Death World, do not place any
World territory marker on the Tile, though you may still move through
it. (suffering the penalty determined by rolling on the Death
World Chart.)

3 Event Your Scouts have met with an unexpected Event which hinders
their progress, Roll on the Events table to determine what kind.

4 Forge Your Scouts have found a Forge World, however, if your roll was
World double 2, the world has resisted your encroachment and set
itself up as an Independent Planet. Roll on the Independent
Species Table to determine what race the Planet is.

5 Agri-World Your Scouts have discovered is a peaceful Agri-world, whose


inhabitants willingly become part of your Empire.

6 Agri-World Your Scouts have discovered an Agri-world, however if your roll


was double 3, the planet has set itself up as Independent. Roll
on the Independent Species Table.

7 Dead The planet your forces have scouted is barren and devoid of all
World life, although you may still count it as part of your Empire and
move through it as normal.

8 Agri-World Your Scouts have discovered an Agri-world, however if your roll


was double 4, the planet has set itself up as Independent. Roll
on the Independent Species Table.

9 Agri-World Your Scouts have discovered is a peaceful Agri-world, whose


inhabitants willingly become part of your Empire.

10 Hive World Your Scouts have Encountered a Hive World, but if the roll was
double 5, it has decided to remain Independent, roll on the
Independent Species Table.

11 Event Your Scouts have met with an unexpected Event which hinders
their progress, Roll on the Events table to determine what kind.

12 Death Your Scouts have encountered a Death World, do not place any
World territory marker on the Tile, though you may still move through
it. (suffering the penalty determined by rolling on the Death
World Chart.)

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INHABITED SYSTEM SCOUTING CHART

Roll 2D6 on the following Table:

2D6 Roll Result Detail

2 Death Your Scouts have encountered a Death World, do not place


World any territory marker on the Tile, though you may still move
through it. (suffering the penalty determined by rolling on the
Death World Chart.)

3 Event Your Scouts have met with an unexpected Event which hinders
their progress, Roll on the Events table to determine what
kind.

4 Forge Your Scouts have found a Forge World, however, if your roll
World was double 2, the world has resisted your encroachment and
set itself up as an Independent Planet. Roll on the
Independent Species Table to determine what race the Planet
is.

5 Agri-World Your Scouts have discovered is a peaceful Agri-world, whose


inhabitants willingly become part of your Empire.

6 Agri-World Your Scouts have discovered an Agri-world, however if your


roll was double 3, the planet has set itself up as Independent.
Roll on the Independent Species Table.

7 Agri-World Your Scouts have discovered is a peaceful Agri-world, whose


inhabitants willingly become part of your Empire.

8 Agri-World Your Scouts have discovered an Agri-world, however if your


roll was double 4, the planet has set itself up as Independent.
Roll on the Independent Species Table.

9 Agri-World Your Scouts have discovered is a peaceful Agri-world, whose


inhabitants willingly become part of your Empire.

10 Hive World Your Scouts have Encountered a Hive World, but if the roll was
double 5, it has decided to remain Independent, roll on the
Independent Species Table.

11 Event Your Scouts have met with an unexpected Event which hinders
their progress, Roll on the Events table to determine what
kind.

12 Dead The planet your forces have scouted is barren and devoid of all
World life, although you may still count it as part of your Empire and
move through it as normal.

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ENEMY OCCUPIED TILES

To move into a tile that is occupied by an Enemy Force or Army, after rolling on the relevant scouting chart for
that system type (discounting all results other than ‘Event’) then your scouts must try to discover the nature of
the Forces garrisoned on the planet. Roll on the Following table to determine the result of their mission.

Occupied Planet Scouting Table:

D6 Result

1 The Orbital defence systems detect and bring down your scout ships Some of your Scouts are
captured and forced to give details of your entire force. The Players forces remain unknown
and you must show the Player the army lists for each of the armies in your force.

2 The orbital defence systems detect the scout ships before they enter orbit, and repel them.
The Enemy force remains unknown.

3 The Orbital defence systems drive the scout ships away, but long range sensor spines on
board the scout ships are lucky enough to scan the main planetary barracks. The Enemy
player must reveal the total points value of the force garrisoned there.

4 Your Scouts manage to evade the activated Orbital Defence Systems, and stay clear of the
Search Interceptors long enough to compile a good report of the Enemy Forces. The opposing
player must reveal the point value of each Army in the force, as well as a full army list of one
of the Armies.

5/6 Your Scouts manage to avoid the Orbital Defence Systems completely, and make planetfall
undetected, compiling a complete report of the enemy forces, the opposing player must
provide a full army list of each of the armies on the planet.

SPACE DOCKS

If the system which contains the planet you have just scouted does not contain a designated Space Dock, then
(unless it is the central planet) roll a D6 and add the number of discovered planets in the system (not including
the one you have just scouted or the Central planet). If the total is 6 or more, the planet is the System’s Space
Dock. If it is not Independent, roll a D6 on the following table to determine how many Space ships are added
to your forces fleet. If your forces have just defeated a force that is garrisoned on a Space Dock planet, roll on
the table as well.

Space Ship Generation table:

D6 Result
The generated space ships may be distributed between armies in the force in any
way. Record the amounts on the relevant force sheet.
1 No ships
These ships are used entirely for Battles in Space (the area between systems) If the
2 1 Ship
fleet contains more than 5 ships, then Exterminatus may be used on a planet once
3 1 Ship per Campaign Phase, at the cost of 10 RP.
4 1 Ship

5 2 Ships

6 3 Ships

Page | 12 – Galactic Conquest Game by Dastardly Dave


EVENTS

If, when rolling on the Scouting tables, the result is ‘Event’ then the current scouting mission automatically fails
and the player must roll on the Events Table below. If one scouting mission fails, any other armies may still
attempt to scout, but you must still abide by the result of the table.

Events Table:

Scouting Event
Chart

2D6 Roll Event Description

2 Desertion. Each Army in the Force Loses D6x50 models as they desert the army.

3 Engine Failure. The Engines on your ships have failed to work, and you will need to
spend time repairing them. You may not move the Army this turn, or
scout or move in the next.

4 Pirates! A band of Pirates has ambushed a vulnerable supply ship, The force loses
one supply point.

5 Heresy! A group of Heretics/traitors are discovered within the force, and the
Insidious cult must be purged. Lose D6x10 points of models per army.

6 Localised Warp A small warp storm disrupts the movement of your vessels for this turn.
Storms

7 Warp Fluctuation An Unexpected fluctuation in the currents of the warp has caused your
scouts to go in the wrong direction, give each of the tile sides a number
from 1-6, then roll a D6 to determine which way they go.

8 Dark Eldar Your scouts are taken to Commorragh and are subjected to the Nefarious
Raiders Torture Methods of the Dark Eldar. They do not return and your armies
may not move that turn.

9 Baggage ship Your scouts encounter a Neutral Convoy of Rogue Traders, whom they
accompany back to your force. The Scouting mission fails but your force
acquires D6 Supply points.

10 Mercenary Band Your Scouts encounter a band of Mercenaries, roll a D6, on a 1-4 they
recruit D6x20 points of models, on a 5-6 they are never seen again. Either
way the scouting mission fails.

11 Warp Your scouts have disrupted the local warp jump point, causing them and
Disturbance the army they are with to disappear. They reappear in your Home
System.

12 Reroll Reroll on this table.

INDEPENDENT PLANETS

Some of the Planets you scout may decide to set themselves up as ‘Independent’ meaning that they will hold
out against all aggressors, but remain defensive. However, due to the Myriad of Races found in the
Warhammer 40k Universe, Independent planets may be one of several different Species. Roll on the
Independent Species Table to determine which one.

Page | 13 – Galactic Conquest Game by Dastardly Dave


Independent Species Table:

D6 Result Explanation Army to Use

1-2 Orks Orks, the most common species in the galaxy, are often found on worlds Orks.
within the Imperium, and this is no exeption. Your forces have stumbled upon
a small Orkish empire, and you must fight them to claim it as your own.

3-4 Lost Imperial In its early years, the Imperium sent out a multitude of Colony ships Imperial Guard
Colony throughout the galaxy. However some, it would seem, have managed to
scrape an existence for themselves, far from the Emperors guiding light.

5 Eldar Prior to the cataclysmic Fall of the Eldar, the clearer minded of that species set Eldar
Exodites off as far as they could from the centre of the Eldar Empire. These Exodites
have chosen a hard life, as far removed from the lifestyles of their former
Empire as possible, and will fight to protect it, even against other Eldar.

6 Necron The Necrons were once the most powerful race in the galaxy, and were bent Necrons
Tomb world on the destruction of all life. After completing their goal once, they hibernated
for millennia. Your forces have awoken them from their sleep, ready to
harvest once more...

If you discover two or more Independent planets adjacent to each other, they are assumed to be the same
race, and are therefore part of the same Independent Empire.

Every time your forces move into a planet occupied by an Independent Empire, roll on the Table below to
determine the size of the Army.

D6 Agri-World Forge World Hive World Roll on this chart every time your army Invades
an Independent Planet.
1 100 200 300

2 200 400 600

3 300 600 900

4 400 800 1200

5 500 900 1500

6 600 1000 1800

M OVEMENT
This phase is taken at the same time as the scouting phase. Players may scout, and then move their forces as if
it were the same phase. A force or Army may move 1 tile per Move Phase, they may only move into a region
they scouted in the previous scouting phase. If a force moves into a Hexagon containing an Enemy Force or
Army, movement for both armies immediately stops and the Game Master must note down which players are
fighting, and what armies are fighting. Only one army per force may fight in a single battle, but If the battle is
lost, the whole force must retreat as normal.

If your forces are attacking an Enemy on a Hive World or a Forge World, the defending player can choose to
Retreat to the (relative) safety of the Bastions within the Cities. If this is the case, the Attacker must spend at
least a turn besieging the Planet. Neither side may subsist during a siege, and must rely on stockpiled supplies.

If the defender is on a world other than a Hive World or Forge World, or does not elect to take cover, then a
normal battle is fought.

Page | 14 – Galactic Conquest Game by Dastardly Dave


T HE B ATTLE P HASE

In this phase, any battles initiated by players during the previous movement phase or the previous siege phase
are fought, and the results determined.

For each Battle Initiated, play a game of Warhammer 40,000 to determine what happens, using the army lists
from the armies taking part in the battle.

If the battle was initiated as the result of army/force movement in the previous movement phase, then play a
standard game of Warhammer 40k, using D3+1 Objectives. The side that captures the most Objectives wins
the game, regardless of losses. The defender may place 1 Objective within his deployment zone.

If the battle was initiated as the result of the previous siege phase, then depending on the Planet type, the
game will either be a game of Cities of Death, or Planetstrike. If the planet is a Hive World the game will be
Cities of Death, and if the planet is a Forge World, the game will be Planetstrike.
nd
At any point during a battle after the 2 Turn, the attackers may turn round and attempt to exit the table, this
counts as a loss.

H I V E W O R LD B A T T LE S
If the game is Cities of Death, Play the Domination Scenario found in the Cities of Death Expansion. Each side
may take 2 Stratagems each.

The Stratagems are chosen from the following lists:

DEFENDING STRATAGEMS

Any Obstacle Stratagem


Booby Traps
Fortifications
Plunging Fire
Infiltrate.
I F T H E D E F E N D I N G F O R C E H A S A T L E A S T 2 00 P O I N T S L E S S T H A N T H E A T T A C K I N G , I T M A Y T A K E A N
ADDITIONAL KEY BUILDING STRATAGEM.

ATTACKING STRATAGEMS

Demolition
Master Snipers
Plunging Fire
Combat Engineers
Sewer Rats
Rappelling Lines
Wreckers
Deep Strike
I F T H E A T T A C K I N G F O R C E H A S A T L E A S T 20 0 P O I N T S L E S S T H A N T H E D E F E N D I N G , I T M A Y T A K E A N
ADDITIONAL PRELIMINARY BOMBARDMENT STRATEGEM.

F O R G E W O R LD B A T T L E S
If the Game is Planetstrike, play a standard game of Planetstrike using the rules found in the Planetstrike
Expansion.

Page | 15 – Galactic Conquest Game by Dastardly Dave


If the attacker wins the game, he takes control of the tile, and the defender must retreat a tile backwards, into
his nearest controlled tile.

If the Defender wins, the attacker must move into the tile he came from, and the defender has the option to
pursue, roll on the Pursue Chart Below to determine the result.

Pursue Chart:

D6 Roll Result
1 Victorious Rout. – The Retreating force must
abandon all baggage with the force; this is transferred
to the Pursuing Force.
2 Just caught ‘em. – The Retreating Force loses 1 ship,
and D6x50 points of Models.
3 Captured Leader – The Pursuing force captures the
Enemy HQ model, who becomes a prisoner with the
army.
4 Sent them packing – The attacking forces have sent
the scum back where they came from. No effect.
5 Rearguard Action – Some valiant defenses from the
pursued force manage to down some of their
pursuers. The Pursuing army loses D6x10 points.
6 Ambush! – Being a Tactical Genius, the enemy
general uses his retreat wisely, and catches the
pursuers in a Trap. The Pursuing army loses D6x50
points of models.

Victorious Independent Planets will never pursue under any circumstances, as they are content with keeping
their borders safe.

This phase will also include any Space Battles that have been Initiated the previous move phase.

D E AT H OF A H ERO
If a Character model from either army is killed during the course of the battle, and the opposing side wins, the
Character will be captured, and may not be used in the army he came from. The Army that captured him keeps
him until either they are defeated themselves, or they attempt to kill the character during the Raze Phase.
Characters may be ransomed back to the enemy during the Diplomacy Phase.

If the Characters side wins, he is recovered by friendly forces, however he is badly wounded. Roll a D6. On a 1
the character dies and is removed from the game. Any other number means he recovers and returns with D3
wounds.

Page | 16 – Galactic Conquest Game by Dastardly Dave


T HE S IEGE P HASE
In this phase, any sieges that have been initiated in the movement phase will be resolved. These can take more
than 1 turn to resolve.

Once a Defending army has opted to take refuge amongst the bastions of the planet, the attacker may either
return to the tile he came from, or fight a siege. Only one army at a time can besiege a planet, any others must
return to the planet they came from.

If the attacker opts to assault the planet, then fight the relevant battle during the next battle phase.

If the Defender opts to attack from the planet, fight a standard battle in the next Battle Phase. They may do
this even if under siege.

During the Siege, neither force can subsist from the planet and must take supplies from their baggage ships.
The attacker may opt to bombard the planet from orbit. This may put defending forces out of action for a turn.
Roll on the Bombardments chart below to determine the result of the Bombardment.

D6 Roll Result Effect


1 No Effect The orbital missiles are repulsed.
2 No Effect The orbital missiles are repulsed.
3 Minor Damage D6x10 points of models
unavailable for the next battle
phase.
4 Minor Damage D6x10 points of models
unavailable for the next battle
phase.
5 Major Damage D6x20 points of models
unavailable for the next battle
phase.
6 Colossal Damage D6x50 points of models
unavailable for next battle phase.
Add one to the result for every 2 ships possessed by the besieging army.

B E T R AY A L /S UR R EN DE R
During the Siege Phase, the Besieged player may offer surrender under conditions at any point, under any
terms.

If the Defending Force has no more baggage points then the Planet is unable to feed its population and
starvation may occur. Deduct the necessary amount of models by rolling on the starvation chart, then roll a D6
on the following table:

D6 Roll Result
1 Betrayal – The Planet’s Civilian population betrays the
garrison and destroys them. The attacking force gains
the planet.
2 Surrender – The Garrison offers to surrender the
Planet without bloodshed, and if the attacker accepts,
the defending force is moved to an adjacent tile.
Control of the Tile passes to the Attacker.
3 Neglect – Starvation leads to a neglecting of
defences, and any further bombardment rolls against
the planet are given a +1 Bonus. This is cumulative.
4+ No Effect
The Defending force receives +1 to this roll for every Named Character and extra army on the Planet.

Page | 17 – Galactic Conquest Game by Dastardly Dave


T HE R AZE P HASE

During this phase, any army that is occupying an uncontested tile may raze it, causing it to become barren. The
Razing Force/Army takes Supply Points equal to the Subsistence value of the planet and replaces the tile with a
Dead World Hexagon.

During this phase, Forces may also elect to try and execute any Enemy Characters they hold prisoner.
However, this could go wrong and help him to escape. Roll on the Following table to see what happens:

ESCAPE TABLE

D6 Roll Result
1 The Character escapes, by means of extraordinary
bravado, rescues his equipment and Kills D6x10
points of models. He may also rescue one other
prisoner in the Force. He rejoins the nearest friendly
force, and may choose to have the other prisoner
accompany him. (this character becomes a prisoner
of the escaped characters army)
2 The Character escapes by means of faking demonic
infestation, and leaves the camp dressed as Tzeenech.
3 The Character bribes the executioner not to kill him,
and escapes in a decidedly unheroic fashion.
4 Portents of Doom delay the characters execution, and
he remains a prisoner.
5-6 The Character fails to come up with a plan, and is
executed.

If the Character is named, -1 to the result. If the character successfully escapes, it may join any of the owning
player’s armies within a 1 system radius.

A F T E R 6 F U L L C A M P A I G N T U R N S , T H E GM M A Y A L L O W P L A Y E R S T O R E I N F O R C E
ARMIES AND/OR CREATE NEW ONES. NEW ARMIES ARE CREATED IN THE HOME
SYSTEM ONLY, FOLLOWING THE ORIGINAL ARMY CREATION RULES, WITH ONE
EXCEPTION: ONCE THE TOTAL POINTS VALUE HAS BEEN WORKED OUT, IT IS
HALVED.

REINFORCING ARMIES IS DONE BY ROLLING ONCE ON THE INDEPENDENT ARMY


CREATION TABLE FOR EACH FORCE PRESENT ON ANY OWNED PLANET.

ONCE THIS HAS HAPPENE D, THE DIPLOMACY PHASE BEGINS, IN THIS PHASE ,
PLAYERS MAY RANSOM CHARACTERS, FORM ALLIANCES (WRITTEN OR SECRET)
OR SELL PLANETS . ALL OTHER ACTIONS MUS T BE TAKEN IN SEQUENCE , AS
DESCRIBED IN T HE NEXT SECTION .

Page | 18 – Galactic Conquest Game by Dastardly Dave


T HE D IPLOMACY P HASE

During this phase, players will ransom prisoners, form alliances, barter for planets,
form armies and rebuild razed worlds. The options are intended to be pretty open-
ended, but any other options must be approved by the Game Master before being
used.

The Diplomacy phase is, much like the Campaign phase, divided into phases, which
must be done in order by all players.

The phases in the Diplomacy phase are as follows:

1. THE REVENUE PHASE

Players calculate how much revenue they gain from planets in their empire.

2. RANSOM PRISONERS

Players may ransom any prisoners they have in any of their armies to any player for
revenue points, even players who did not originally own the character; the
character is transferred to the paying players nearest army.

3. DECLARE ALLIANCES

Any alliance which has been agreed in previous phases is announced now, and
players may also formally break alliances. Players do not have to declare the
forming or breaking of alliances, but they may gain a reputation of being
untrustworthy scum if they do not. Any resource points that are payment for the
alliance are exchanged here. Tributes may also be payed to ‘persuade’ players to
not attack.

4. INDEPENDENT ALLIANCES

Players may now attempt to coerce any Independent empires that border their
empire into submitting to their benevolent rule. If a player wishes to send a
diplomat, he must pay 1 RP and roll on the following table:

D6 Result
1-4 Your Diplomat is kicked down an unnecessarily deep well, along with his
entire retinue. The empire remains independent.
5 The local king is reasonably impressed, and enters into a temporary
alliance. Your forces may move across the independent territory, but may
not subsist from it without breaking the alliance.
6 The local king agrees completely, and his empire becomes part of your
empire.
If the independent empire is the same species as your army, +1 to the result.

Page | 19 – Galactic Conquest Game by Dastardly Dave


5. ARMY CREATION

Players may spend 1 Resource point to gain 100 points of models on any planet
which is in the home system, or has an army already garrisoned on it. This may
include characters, but named characters may only be created at the capital if there
is a force on the tile. Players may only have 2 named characters at a time.

MERCENARIES

If a player is in an alliance with another, he may pay the player up to 5RP to


purchase 100 points per RP of models from the ally’s Codex. The Allied units
immediately disband if the alliance is broken.

6. BAGGAGE/SHIP CREATION

Players may spend 1RP on one point of baggage for any army, except those engaged
in sieges. Players may also spend 2RP per ship on purchasing ships for any of their
armies.

7. RE-COLONISING

Players may spend RP to rebuild or upgrade planets in their possession. Dead


Worlds may be made into Agri-worlds at the cost of 5RP, Agri-Worlds may be made
into Forge Worlds at the cost of 10RP and Dead worlds may be made into Hive
Worlds at the cost of 15RP.

ONCE ALL PLAYERS HAVE COMPLETED ANY NECESS ARY PHASES, THE CAMPAIGN
PHASE STARTS AGAIN, AND THE CYCLE CONTINUES UNTIL ONE PLAYER WINS .
WINNING CONDITIONS AR E DETERMINED BY THE GM.

Species Bonuses
In Warhammer 40k, not all races are the same, to represent this; different species are given different bonuses
in game to reflect any natural talent they have in that area. The Bonuses are as follows:

CHAOS: -1 to opponent besieged betrayal rolls.

ELDAR/DARK ELDAR: Due to their intricate knowledge of the Webway, the Eldar may avoid any battle on a 4+.

IMPERIAL GUARD: Conscripting means the Guard get D6x100 points of models free in the Army Creation Phase.

NECRONS: Gain D6x50 points of models if they encounter an Independent Necron Tomb World. Do not need
baggage. May only ally for 3 Player Turns

ORKS: Double Ships in fleets. -1 when rolling on the Independent Diplomacy Table.

SPACE MARINES: -1 to opponent rolls on the Bombardment Chart.

TAU: +1 when rolling on the Diplomacy Chart

Tyranids: Gain D6x10 Points per conquered Planet. May use Baggage as RP. Auto-Raze any conquered world.

Page | 20 – Galactic Conquest Game by Dastardly Dave


SPACESHIP COMBAT RULES
STARSHIP COMBAT FOR THE 41ST MILLENNIUM

These are the rules for Spaceship Combat when fighting battles in space. They are
intended as a small add-on for the main campaign rules and not as a game in
themselves.

When a battle is initiated in the space between systems, there will be a Spaceship
battle, if you wish, you may play a game of Battlefleet Gothic using the same points
value as the forces involved, with the army list divided between ships. These rules
are intended as simpler, less time consuming alternative.

P LAYING THE GAME

Each Army owned by the players will have ships attached to them, the amount of ships are marked on the
army profile sheet. The combined number of ships in the force is the amount used in the battle. When fighting
space battles, the number of ships in an Ork fleet is doubled.

T HE G AME BOARD

The game board measures 32”x32”. Each player gets 6 inches from opposite edges to set up their ships in.

T HE G AME
G A M E T E R MS :

- SP: Structure Point – The amount of damage a ship can take before being
destroyed.
- M: Move – The distance in Inches a ship can move in a turn.
- S: Strength – The strength of a ships weapon systems.
- Acc: - Accuracy – The accuracy of the Ships weapons and crew.
- R: Range – The Range in inches of a ships weapons systems.
- Sv: Save – The protection granted by shields/unnecessary bulk etc.

There are two types of ship in Galactic Conquest, Capital Ships and Fighter Ships. Capital ships are the ships
listed on the army profile sheet. Fighter ships represent the basic fighters of the enemy fleet, and do not count
towards the Ship number. For every unmodified ship you have in your fleet, you get 2 fighter ships.

Fighter ships have the following profile, with 3 shots:

SP M S Acc R Sv
Fighter 1 8 6+/4+ 3+/4+ 6 5+
Regarding the Strength and Accuracy values, the first number is against Capital ships, the second other fighters.

Page | 21 – Galactic Conquest Game by Dastardly Dave


P R E - GA M E

Before the game begins, players must divide units in their army lists up between
capital ships in their fleet. There is no limit on the amount of units embarked on a
capital ship, but units cannot split in half. The total number of capital ship structure
points must also be counted and written down. Baggage points must also be shared.

T H E P HA S E S

Much like a game of Warhammer 40k, Ship Battles are divided into phases. Each player plays through all the
phases on his turn, then play switches to the other player.

The phases are:

THE MOVE P HA S E
Players may move any ship in their fleet up to the move distance specified on the
statline. There is no restriction on turning ships, but if a ship moves half its Move
value, it may shoot its guns twice.

T H E S HO O T I N G P HA S E
Any ship which has an enemy ship within range may fire upon it. Roll to hit using the
ships accuracy characteristic, if the shot hits, roll to damage using the ships Strength
value. When firing at Fighters, Capital ships get -1 to hit.

If a the total number of Capital ship structure points in a players army is reduced to half or less, then the entire
fleet must begin to retreat off of their side of the table by making full moves towards it in their movement
phase. They may still fire weapons.

If a ship which contains units is destroyed, roll on the following chart to determine whether the rescue efforts
of the rest of the fleet are successful:

D6 Result
1 The rescue efforts fail and all units aboard the
destroyed vessel are lost.
2 A few survivors are found. 20% of the total points
value aboard the ship are recovered
3 Some survivors are discovered. 40% of the total
points value aboard the ship are rescued.
4 The majority of escape pods are recovered, but a lot
are never found. 60% of the total points value aboard
the ship are rescued.
5 Most of the escape pods are recovered, but some are
lost to the void. 80% of the total points value on the
ship are transferred to the nearest friendly ship.
6 By some miracle, all escape pods are accounted for
and all units that were aboard the ship are
transferred to the nearest friendly capital ship.

If a ship is destroyed and survivors are rescued, the controlling player may decide which units to rescue. This
represents rescue efforts concentrating on higher rank soldiers.

Page | 22 – Galactic Conquest Game by Dastardly Dave


S TATLINES
On this page, you will find the statlines and special rules for all ships in the game.

ELDAR/DARK ELDAR
SP M S Acc R Sv
Capital Ship 2 6 3+ 3+ 12 3+
Fighter 1 8 6+/4+ 3+/4+ 6 5+

IMPERIAL GUARD
SP M S Acc R Sv
Capital Ship 4 2 4+ 5+ 20 4+
Fighter 1 8 6+/4+ 3+/4+ 6 5+

NECRONS
SP M S Acc R Sv
Capital Ship 2 8 4+ 4+ 12 4+
Fighter 1 8 6+/4+ 3+/4+ 6 5+
Special rules:
Regeneration – at the beginning of your move phase, for every SP taken from a ship, roll a D6, on a 4+, that SP
is regenerated.
Cloaking – Only ships within 10” of a Necron ship can fire upon it.

ORKS
SP M S Acc R Sv
Capital Ship D6 2D6-2/turn D6+ (reroll 1s) 5+ 6 6+
Fighter 1 8 6+/4+ 3+/4+ 6 5+
Special Rules:
Ere! Make anuther wun, but wiv more Dakka! – When capturing or building capital ships, the amount gained
is doubled.
Dis fings broked boss! – At the beginning of the game, roll a D6 for the SP and Strength values of each ship in
the fleet. Roll 2D6 when attempting to move. A double 1 means the ship cannot move.

S P A C E M A R I N E S /C H A O S S P A C E M A R I N E S
SP M S Acc R Sv
Capital Ship 3 2 4+ 4+ 16 4+
Fighter 1 8 6+/4+ 3+/4+ 6 5+

TAU EMPIRE
SP M S Acc R Sv
Capital Ship 2 4 3+ 4+ 16 3+
Fighter 1 8 6+/4+ 3+/4+ 6 5+

TYRANIDS
SP M S Acc R Sv
Capital Ship 3 2 5+ 3+ 18 5+
Fighter 1 8 6+/4+ 3+/4+ 6 5+

Page | 23 – Galactic Conquest Game by Dastardly Dave


MAP CREATION INSTRUCTIONS
CREATING THE UNIVERSE OF THE 41ST MILLENNIUM

This section of the rules contains all the instructions you need to create a Galaxy to
fight over.

Things you will need:

 Scissors, Glue, Pencil, Paper etc


 Several large cereal boxes or cardboard equivalent.
 Tape Measure and a Ruler
 Some thin Polystyrene or a cheap bedroll.
 A printer.
 A large sheet of paper.
 Brushes
 A Hobby Knife

I NSTRUCTIONS

1. Print out the page with several blank hexagons and hexagonal groups. The two large groups of Hexagons
are the system pieces, the group of 5 hexagons is the space between systems, and the two single
hexagons are used for marking out spaces.
2.

3. Stick the sheet to a piece of card and cut round the edges of the
shapes. You should end up with something like this:

4. Decide on a shape for your map, and how many systems it will
have in it. Once you have decided, draw the system out by
drawing round the two big pieces onto the large sheet of paper,
making sure they are separated by the group of 5 hexagons, like
this:

5. Stick the entire map outline onto the piece of bedroll or


polystyrene, and cut round the edge of the entire map.

Page | 24 – Galactic Conquest Game by Dastardly Dave


6. Cut the map up into easy to transport pieces, making sure the
cuts go between the systems.

7. Once you have drawn out the outlines for your map, paint the
space in between the systems black, using one of the system
templates to protect the system spaces from paint as you go.

8. Once all the space between systems has been filled in, take a
drybrush and flick white paint onto the map area. This breaks up
the black slightly and gives a starry effect.

9. When the space areas are fully painted, paint lines in between
the systems to represent routes that can be travelled between
systems.

10. Using the Templates printed out earlier, draw in the edges of individual hexagons within the systems.
These represent single planets within the solar system.

P LANET P IECES

Print out the following sheets and stick onto the coloured side of cereal packets:

2x Agri World sheet

1x Forge World Sheet

1x Hive world Sheet

1x Death/Dead/Exterminated planet sheet.

Cut out the pieces with a Hobby Knife. You are now ready to play a game of Galactic
Conquest. Happy Gaming!

Page | 25 – Galactic Conquest Game by Dastardly Dave


Exterminated World

Death World

Forge World

Hive World

Agri-World

Page | 26 – Galactic Conquest Game by Dastardly Dave


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Page | 30 – Galactic Conquest Game by Dastardly Dave
A CKNOWLEDGEMENTS

In creating this expansion, I’ve had a lot of help from people around the world who’ve provided comments and
criticism which has helped massively. So, to all the people who commented on my ‘Galactic Conquest: An
Unofficial Expansion by Dastardly Dave’ threads on DakkaDakka.com, thank you.

I’m also indebted to Lexicanum, the Unofficial Warhammer Encyclopaedia for providing much of the
background information that allowed me to make the game more aligned with the background material of
Warhammer 40k. Without this, the game would bear very little resemblance to that fantastic universe, and no-
one would even consider playing it.

I’m also very grateful to Games Workshop, who came up with the background, setting, races, and everything
else without which this expansion could not have existed. They created the entire Warhammer 40’000 game,
and continue to inspire gamers around the globe.

A special thanks goes to these dakkites, who have made especially useful comments on the above threads. You
may not read this, but I’m extremely grateful – You know who you are.

 BeRzErKeR
 Orkestra
 Grey Templar
 MOMUS

Finally, I’d like to thank my entire Gaming Group, for putting up with me and the changes I needed to make to
the rules, as well as for actually playing the game.

If you’ve had the patience to read this entire document, and perhaps started a campaign with your group, then
thank you again. This is only edition 1 of these rules, and I’ll likely be bringing out updates with more options.
I’ve tried to make these rules as playable as possible, but there’s always a chance I’ve missed something – If
you spot an error, or have an Idea that would make these rules better, then email me at:
[email protected] , and I’ll try to respond with my thoughts.

I hope you enjoy playing Galactic Conquest, and happy gaming!

Page | 31 – Galactic Conquest Game by Dastardly Dave

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