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Campaign

Here are some rules for having a more detailed and in-depth campaign for BFG.

Advanced Campaign Rules

Created by

Brad Hann

Compiled from text into Word Format by

Brett Johnson

1. Basic Concepts

1.1 World types

1.1.1 Civilized


A Civilized world (a category including Cardinal worlds of the Ecclisiarchy and Forge worlds of the Adeptus Mechanicus) is any world which is self-sustaining and has a contemporary technology base.

1.1.2 Hive

Hive worlds are generally inhospitable after millennia of exploitation of their resources. The populations of Hive worlds are packed into vast cities, called Hives, which rise many miles above the surface. They have a contemporary technology base but almost all natural resources have been extracted - populations are unable to feed themselves without extensive imports from off world.

1.1.3 Agri

Agri worlds are highly fertile worlds but have comparatively low populations - much of the surface is given over to farming and food production.

1.1.4 Mining

Mining worlds are high in mineral value, though often inhospitable to human habitation. Nevertheless the wealth contained beneath the surface brings settlers who build hab-domes and other shelters.

1.1.5 Death

Death worlds are violent and inhospitable, with deadly flora and fauna, semi-poisonous atmospheres or violent seismic activity - sometimes all three! Most Death worlds are only settled by accident, but some contain research stations or mineral wealth that is valuable enough that the population risks destruction in order to exploit the resources of the planet. Death world populations sustain a contemporary technology base but generally spend too much time fighting off the attentions of the surrounding environment to fully exploit it.

1.1.6 Feudal

The populations of Feudal worlds have regressed to medieval levels of technology. Many have well-defined warrior societies and as such make fertile recruiting grounds for the Imperial Guard and even Space Marine chapters.

1.1.7 Feral

Feral worlds are those whose technology levels have reverted to bronze or Stone Age levels. The human inhabitants are primitive to the extreme, but some worlds can be used as recruiting grounds for the armies of the Imperium.

1.1.8 Dead/Barren

Dead and barren worlds are just that - lifeless balls of airless rock, or worlds too bathed in radiation to be settled. They have no native life and little or no mineral wealth. Some planets are like this naturally, others are reduced to this state after orbital bombardment or full-scale war on the surface.

1.2 Sector Creation

Players can create a sector using any appropriate method. The method described in the Battlefleet Gothic rulebook is sufficient for generating solar systems and warp channels, but the different game mechanics require a different method of world generation as described below.

Each player must be assigned a home system, either by choosing or random assignation. Home systems always contain three worlds - a Civilized world, an Agri world and a Mining world. Each of these worlds begins with full population i.e. 10000M for the Civilized world and 200M each for the Agri and Mining worlds.

All other systems contain one or more worlds (roll a d6: 1-3=1 world, 4-5=2 worlds, 6=3 worlds) generated randomly on the chart below.

World generation

2d6

World Type

Population

2

Death

d4*500M

3

Hive

d6+6*1000M

4-5

Agri

d4*50M

6-8

Civilized

d10*1000M

9-10

Mining

d4*50M

11

Feudal

d4*100M

12

Feral

d4*50M

 

The maximum population a world type can support is listed on the chart below.

World type

Maximum population

Civilized

10000M*

Hive

Unlimited

Agri

200M*

Mining

200M

Death

1000M

Feudal

500M

Feral

200M

Dead/Barren

0

*Agri worlds that increase their population above 200M become civilized worlds. Civilized worlds that increase their population above 10000M become Hive worlds.

Each empire begins the game with a fleet of 1,500 points. The fleet can be split up into several sub-fleets at the player's whim.

2. The Turn

Game play is broken up into turns. Each player has a turn; the full process of these individual turns makes up a campaign turn.

2.1 Initiative

Before each campaign turn begins players must determine Initiative (which is just a fancy way of saying what order they will be taking their turns in). Initiative is determined by each player simply rolling a d6 (re-rolling ties). Play then proceeds in order of highest to lowest roll.

2.2 Supply phase

An Empire cannot sustain a higher total Population than it produces Food. All worlds except mining worlds and hive worlds provide enough food to support their own population. In addition, an agri world can provide enough extra food to feed its own population times 10 (e.g. an agri world with 200M inhabitants can feed 2000M people on other worlds). If, during the supply phase, the total Population of the empire is higher than its Food production, reduce the Population on each mining world by d6M and each hive world by 2d6M.
It is assumed that Neutral worlds make their own arrangements.

2.3 Orders phase

During this phase, the player issues orders to his fleets. A fleet (or individual ship) can move from one system to the next through warp channels. A fleet does not have to move if the player so desires. A fleet cannot be given more than one order per turn.

It is permissible for players to split up their fleets during the orders phase, and have one part move to a new system whilst the remainder stays where it is. It is even possible to split the fleet into as many individual ships and squadrons as it contains, and send them all in different directions. The player is under no obligation to keep his fleet together.

A fleet entering an enemy system will probably have to fight the defenders. If an enemy fleet is stationed in the system the two players must fight it out. The battle will be fought as either a Planetary Assault or Exterminatus scenarios (attacker's choice). The defender's fleet will consist of any ships he has in the system plus any planetary defenses he has built around the worlds being invaded.

Citizens of the Imperium are armed as a matter of course, and many planets will be home to one or more Imperial Guard regiments. Some may even have Space Marine and/or Titan Legion garrisons. Merely smashing aside the defending ships does not automatically give the invaders control over the system. In order to take the system, the invaders must drop troops on the planet(s) during the course of a Planetary Assault scenario. Do not use the normal victory conditions for a Planetary Assault scenario. Instead, total the population of all worlds within the system and divide this result by 1000M, rounding fractions off to the nearest whole number. If the attacker scores greater than this number of assault points then he takes control of the system regardless of the outcome of the fleet battle. Although, if his own fleet is destroyed, he probably won't hold the planet for long...

Destroying a planet in an Exterminatus scenario transforms it into a Dead world.
As an alternative to assaulting a planet, the attacking fleet may instead choose to blockade the system. Whilst the blockade is in effect, the system cannot produce fleet points or resource points (see the Build Phase, below), nor will agri worlds produce food for other worlds within the sector. Any defending fleet in the system can attempt to break the blockade using any scenario the players think is appropriate.


Neutral systems can be attacked just like enemy-held territory. Another player or an innocent bystander will need to take the part of the defending fleet commander for the battle, or you can resolve the combat quickly using the quick resolution system detailed in section three. The defense a neutral system can muster depends on the type of worlds which make it up and how heavily populated they are. For each 1000M or part thereof, add the following to the size of the defense force:

Planet

Defenses

Ships

Civilized

30 pts

50 pts

Hive

30 pts

25 pts

Agri

10 pts

None

Mining

10 pts

None

Death

10 pts

50 pts

Feudal

None

None

Feral

None

None

Dead/Barren

None

None

Any ships available to the defense must be selected from the Imperial fleet list.

2.4 Build phase

During the build phase the player has the opportunity to commission the building of reinforcements for his fleets. There is a limit, however, to the total number of ships an empire can support. This is represented by two variables - fleet points, used for buying ships, and resource points, used for building them.

Civilized worlds produce a number of fleet points equal to their population divided by 20 million, rounding fractions off. So for example a world with a population of 4500M would produce 225 points. Mining worlds produce a number of points equal to their population divided by two hundred thousand, so a world with a population of 200M would produce 1000 points. Hive worlds produce a number of points equal to their population divided by 50 million, so a world with 6000M people would produce 120 points. This is the maximum fleet size the empire can control - as you have no doubt worked out, a beginning empire can support 1,500 points worth of ships, which is exactly what the empire begins the game with (clever, huh?). If the number of fleet points produced exceeds the empire's total fleet size (including any planetary defenses), then the excess points can be freely spent on new ships and planetary defenses. Note that fleet points are not accumulated from turn to turn, but are worked out from scratch every build phase. It is up to the players whether they buy small ships immediately, or wait until they have more planets under their control and buy bigger ships.

Should an empire lose any fleet-point producing worlds, existing ships are not lost, but replacement ships for battle losses cannot be purchased until such time as the empire can produce more fleet points than the size of its fleet.

After commissioning new ships, the player must also muster the resources to build them. Any newly commissioned ship must be placed on a world with a spaceport - that is to say a Civilized or Hive world. All ships begin with 0 damage points, and cannot be ordered until they have reached at least one damage point. The total number of hits that can be repaired in any given turn depends on the amount of resources the empire can muster. Civilized worlds generate a number of resource points equal to their population divided by 2000M, Mining worlds generate a number of resource points equal to their population divided by twenty million, and Hive worlds produce one resource point regardless of their population (so long as it is above zero, of course). These resource points can be freely distributed amongst all new and damaged ships in orbit around a civilized or hive world, bringing them up to their maximum damage capacity.

Any ship suffering from battle damage can be repaired at any Civilized or Hive world in exactly the same way as a newly purchased ship. Critical hits can also be repaired, at a cost of one resource point per critical hit.

Planetary defenses with a single damage point do not require massive space docks to build. They can be built on any world except Feral or Feudal worlds. Space stations and other defenses with multiple hits must be built at Civilized or Hive worlds the same as any other ship. Planetary defenses with no damage capacity, such as minefields, are built at a cost of a single resource point.


As the final step in the Build phase, the population of each world is increased by d6M. Players are under no obligation to increase the population of any given world by the full amount rolled or even by any amount at all.

The last player in the campaign turn should also roll for all neutral worlds remaining in the sector. Neutral worlds will always increase by the full amount rolled, up to the maximum population supported by the world type.

3. Quick Battle resolution

This following quick battle resolution system can be used whenever one player is unable to make a battle. It is also useful when one of the forces involved is very small - the defenses of independent worlds are rarely going to be a match for invading fleets, for example, and the time spent setting up the battle and cleaning up afterwards will probably take longer than the actual fighting. In such cases players may decide not to bother playing out the battle in full and simply use this quick system to resolve the battle with a few simple dice rolls.

Both sides should count out the total number of damage points of all ships and defenses in their fleet. Add d6 for minefields. For independent forces, you can figure the number of hits without creating a fleet - simply roll d6 for each full 100 points of the fleet.

Both sides now roll a d6 for each damage point. Each score of 5 or 6 scores a 'hit' on the enemy, reducing their total damage score by one. Continue rolling until one side is destroyed or chooses to disengage.

After the battle is over, each player has to distribute the hits they suffered to their fleet. Hits can be put onto any ship the controlling player desires.

4. Pirates and Raiders

This section introduces something quite different. Instead of expanding an empire, a raider fleet simply steals from others. Raiders don't accumulate territory, and therefore won't ever really be able to win the campaign as such, but if they can survive until one other player dominates the entire sector, they can consider it a moral victory at least.

4.1 Pirate Base

A Pirate player chooses a system to be the home of his base. This is done after the sector has been generated and all regular players have chosen their home system. A pirate base can be in any system, including the home system of another player. It is possible for more than one pirate to have a base in the same system. The pirate does not tell any other players where his base lies, but notes it down and keeps it secret.

A Pirate base does not act like a normal world. It has no population and cannot be invaded - for all intents and purposes it does not exist except as a marker of where the pirates lie.

A pirate fleet begins the game with 750 points worth of ships. A raider fleet can be of any race except Tyranids.

4.2 Turn sequence basics

Pirates make initiative rolls the same as all other players.

Pirates have no supply phase. It is assumed that they acquire food, ammunition etc. from the same raids that produce their resources.

4.3 Orders phase

During the orders phase, a raider can attack the system his base is in or any adjacent system connected by a warp channel. Resolve the battle using any appropriate scenario. Unlike regular empires, a pirate fleet cannot be split up and sent in multiple directions at once.

A raid by pirates has two effects. First, it allows the pirates to capture resources thereby increasing their own fleet. Second, even if the pirates don't capture resources that directly benefit them, they can always deny a system's resources to the owning player. A non-neutral system raided by pirates cannot provide food, supplies, resources or anything else to the owning empire unless the system contains one or more ships. Planetary defenses are not sufficient, as the pirates will merely wait until the transports are away from their protective cover before attacking.

As an alternative to raiding, the pirates may move their base. Moving in this way takes an entire turn, and thus the pirates cannot do anything in their build phase on the turn they move. The base can be moved to any system connected by a warp channel to their current home system, or it can simply be moved to a different place in the same system if players prefer (this has no game effect, but might confuse enemy empires who are hunting the pirate base).

4.4 Build phase

The success of a pirate fleet depends upon how many ships the raiders can capture or destroy, as it is from looting these stricken ships that they gain all their resources. The base itself generates no fleet points. Instead, Raider fleets generate fleet points by destroying enemy ships - the number of fleet points generated is equal to the total points cost of all enemy ships destroyed (i.e. reduced to zero damage) during the previous orders phase (this is a rather abstract method, but works well enough in practice). Unlike normal empires this does not create a maximum fleet size, but instead these points can be spent straight away in order to buy new ships regardless of the current fleet size. Unspent points do not accumulate from turn to turn, however, so it is in the pirate player's interests to spend as many of them as he can. As with standard fleets, new ships bought by raider fleets begin with zero damage points, and must be repaired at the pirate base by expending Resource Points.

A pirate base generates d6 resource points each turn for repairing damaged ships and building. These are used in exactly the same way as resources generated by standard empires, and cannot be saved from turn to turn.
As you may have guessed, the only way to increase a pirate fleet is by having battles. If the target of a raid is completely undefended there is no way to capture any fleet points. This represents the fact that poor systems have little or nothing worth stealing.

4.5 Hunting pirates

Because the number of systems pirates can raid is limited, other players will probably be able to guess which system contains a hidden pirate base after a few turns of raids. Indeed, the pirates may become so annoying that another player dedicates significant resources to hunting them down and exterminating them.

Any fleet in any system may be ordered to hunt pirates instead of invade an adjacent system. Roll a d6 and add the following modifiers:

+1 each extra turn after the first spent searching this system
+1 per full 750 points searching
+1 system contains a civilized world
-1 system contains only feudal and/or feral worlds


On a roll of 7 or more the player will discover for certainty whether the system contains a pirate base or not. If it does, the pirate player must reveal this fact and a battle will take place. Regardless of the outcome, unless they are completely wiped out the pirates must spend their next turn moving their base as described in section 4.3.

5 Racial Distinctions

5.1 Eldar/Dark Eldar

Eldar are well suited to play as pirates, but it is also possible to use a Craftworld fleet to build and control an empire.

Eldar empires do not function in the same manner as the empires of humanity. The system in which an Eldar player begins contains a Craftworld rather than regular planets. A Craftworld has a maximum population of 1500M. During the build phase, a Craftworld produces a number of fleet points equal to its population divided by one million and a number of resource points equal to its population divided by 100M (e.g. 1500 FP and 15 RP for a fully populated Craftworld).

Many worlds under Imperial control were once maiden worlds - worlds seeded by the Eldar millennia ago, before the Fall. It is still possible to see the results of these seedings in some cases. Any civilized or agri world an Eldar player captures is returned to its maiden-world state at the end of the Eldar player's next turn. A Maiden world has a maximum population of 200M, but counts as a civilized world in other respects. A Maiden world captured by any non-Eldar player counts as an agri world.

Any other world types captured by an Eldar player are simply depopulated and left alone - they remain in their current condition, but with population reduced to zero.

Eldar players - both Craftworld and pirates - add +1 to their Initiative roll.

Dark Eldar players cannot use the Craftworld rules; they must be pirates. They still add +1 to their Initiative rolls.

5.2 Tyranids

Tyranid fleets do not control empires as such, they simply consume everything within a system before moving on. As such, Tyranids do not generate fleet points and resource points in the same manner as other fleets. Tyranid players begin the game in a system like other players, but the resources of this system have already been consumed leaving it lifeless - any worlds within this system are Barren worlds. Tyranid fleets move and attack like other fleets. However, a Tyranid fleet may be ordered to consume a world it has captured instead of moving. This reduces all worlds within the system to Barren worlds, and generates fleet points for use in the Build phase. The number of fleet points generated is equal to the total population of the system divided by 50M. Fleet points can be spent immediately, converted into resource points, or held back for use later in the campaign (unlike other fleets, Tyranids can accumulate fleet points from turn to turn). Fleet points can be converted into resource points at a cost of 100 FP for one RP.

Tyranid fleets can move through warp channels, but they do not have to. A fleet may be ordered to move to any system within a reasonable distance (this will depend on your map - if warp channels average about an inch in length, then a suitable distance would be one inch) but will take d6 turns to arrive.
Tyranid players reduce their Initiative rolls by one.

5.3 Necrons

Necron players are always raider fleets - as of yet they have not fully awakened, are not yet sufficient in strength and numbers to reclaim the ancient empire that was once theirs.

Necron ships do not traverse the warp, but instead utilize a sophisticated faster-than-light engine to carry them through real-space at great speed. A Necron raider fleet can attack any system within a reasonable distance (depending on the map - a few inches, say) regardless of whether or not it is connected to their home system via warp channels.

Necron players add +1 to their Initiative rolls.

Download a pdf of these rules here

I didn't write these rules up and won't take credit for them. I got them off of the BFG-list group on Yahoo! and they were written by Brad.

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