Alright, since I can't post the rules exactly. Here's the summary version of Mighty Empires with my 40K mods. Let me know what you think:
Turn Sequence1. Events
2. Revenue
3. Challenge
4. Battle
5. Conquest and Build
1. EventsIn Mighty Empires Each player picks a certain bonus or effect at the beginning of the round. Instead, the GM will announce any special effects for the turn, such as weather, bonuses, or disasters.
2. RevenueResource Points (RP) rather than gold are the currency of this game. Resource points generated are cumulative until spent. Factories generate 2D6x10 RP each turn on a river tile and 3D6x10 RP on a mountain tile.
Exhausting a Factory
On a roll of Double 1's on a river or triple 1s on a mountain the factory is exhausted. Add RP as normal and then remove the factory. Another one may be built later if desired.
3. Challenge PhaseEach Player Issues a challenge to another player. Challenges are issued in the order of player with the smallest empire to the player with the largest. Dice off where players are tied. A player that has been challenged may not issue a challenge as his forces are committed to battle elsewhere.
A player that has been challenged by multiple opponents may choose to take on all opponents at once (as a team) or fight individual battles as everyone's time permits. A team may be broken up if a 4th player issues a challenge to one of the teamed up attacking players.
ie: Drew and Ethan Challenge Vinnie. Vinnie can fight two different games or decide to take on both of them. If Conrad challenged Ethan. Then Vinnie would fight Drew and Conrad would fight Ethan.If the challenger has intent to take a tile, then the battle must be fought in that tile. See Tile effects. Else, the challenger may select a neutral tile for the battle.
4. Battle PhaseYou and your opponent determine the size of game you want to play. The player with the largest Empire (first to largest in the event of a tie) recieves an extra 100 points in every battle fought. Any player may spend up to 250 RP to increase their army size at 1 RP for army point. They may spend an additional 200 RP to purchase an additional Strategem for Apocalypse or Cities of Death. RP spent in one battle may not be used for a subsequent Battle or Raid that turn.
Tile Effects:
Plains Tile - Use the Agri World Terrain Generator (see Appendix)
Forrest Tile - Use Jungle Terrain Generator and Jungle Fight Rules from Codex Catachans. Players may spend an additional 100 RP to buy Booby Traps
City - Play the game using Cities of Death rules and a randomly generated cities of death mission
Mountains tile - Play on the Ice table using the Ice World Terrain Generator (see Appendix) Additionnaly, roll for weather effects.
Isolated Tiles - Sometimes it is possible for one of a player’s tiles to be cut off from the rest of his empire. If the owning player attacks from that tile or is attacked in that tile, his force will be subject to the
beans & bullets scenario rules.
Experience Points:
Players' units earn experience as described on P.242 BGB
5. Conquest and Build PhaseEarning Emprie Points - P.86 BGB for points spread
Lose | 1 EP |
Draw | 2 EP |
Solid Victory | 3 EP |
Crushing Victory | 4 EP |
Victorious Slaughter | 5 EP |
Spending Empire Points
Claim a neutral tile (2 EP)
Conquer owned tile (3EP) - Battle must have been fought against that player on that tile. If the defender was victorious, he may conquer any of that opponent's tiles adjacent to that one, representing a successful counterattack.
Build Factory or Fortifications (1 EP)
Raid (1 EP) add 2D6x10 RP
Mountains, Fortifications, or Cities (+1EP to claim or conquer)
How to Win First to 10 tiles. City tiles count as two.
AppendixThe additional rules that add a little more color to the campaign.
Additional Battles Taken From GWUS WebsitePlayers in a Mighty Empires campaign may choose to fight additional battles if they wish. These battles allow players to play even more games of Warhammer
40K without fear of losing their territories (sometimes one game per round will just not be enough)!
Note that taking part in an additional battle is completely voluntary — challenges are involved, and you don't have to fight any additional battles at all if you don't want. Fighting additional battles is not meant to have a huge impact on who wins the campaign — we've included the rules so players can fight as many games against as many different players as they want!
An additional battle is fought using the normal Warhammer
40Krules. Neither side is allowed to use any bonuses — the battle is assumed to be a border clash between armies of equal size. In addition, players are not allowed to use any advantages gained from the special event they chose for the round. The player that wins the battle receives 50
(RP) in booty to add to their treasury. Nothing is received for a draw, and nothing is lost for a loss. In a team game, the booty must be divided as equally as possible between all of the players on the team.
Terrain GeneratorsComing Soon - Or look in the 3rd Edition BBB
Mountain Tile Game effects Select Rules from GW US Article - Hazardous Environments(Roll a D6 before each game:)
1. High Winds Rain
2. Frigid Cold
3. Blizzard
4. Rockslides
5. Loose Footing
6. Sinkholes
1. High Winds RainAll skimmers and jump pack troops may only move a maximum of 10". In addition to this, scatter the model D6 inches in a random direction after moving (use the Scatter die). This wayward movement does not affect how many weapons a skimmer can fire, only its movement. Jump pack troops may elect to not use their packs if they want to play it safe and just walk. Keep in mind the difficult/impassible terrain effects when scattering skimmers and jump pack troops.
Flyers are unavailable
2. Frigid ColdCharging models do not gain an extra Attack during assaults because the cold is just too debilitating.
Hidden crevasses can appear at a moment's notice. Use the rules for Sinkholes, with the exception that affected models are merely immobilized for the rest of the battle rather than destroyed.
Intake valves tend to freeze up on skimmers in these conditions. Roll a D6 before moving a skimmer. If a 1 is rolled, the valve clogs and the skimmer drops from the sky. Consider it destroyed.
3.BlizzardBlizzards create a large number of problems on the battlefield. Poor visibility and driving winds are just plain difficult to deal with when a combat action is taking place.
The blizzard will move 12" onto a randomly determined short table edge at the start of Turn 1. This area is affected by the conditions outlined below. At the start of Turn 2 and each following turn, the blizzard expands a further 12" onto the table until the table is completely within the storm's grasp.
All movement within the blizzard is considered to be in difficult terrain. Skimmers may only move a maximum of 10". In addition to this, the skimmer must take a difficult terrain test as if it were a normal vehicle in difficult terrain. This does not affect how many weapons a skimmer can fire, only it's movement.
Accurate firing is reduced to 12". For targets beyond 12", 6's are needed to hit regardless of the shooter's BS. You could combine these Blizzard conditions with the Frigid Cold rules for a truly treacherous environment!
4: RockslidesThe areas within 12" of the two short table edges are considered to be difficult terrain. If there was already normal difficult terrain in these "rock slide zones" to begin with, you can now only move a mere 1D6" in these zones. Vehicles and biker units moving through the zones will have to take difficult terrain tests each and every turn! Skimmers (but not Jump Pack troops – they have to land somewhere) are immune to this effect completely.
If an Ordnance weapon is used anywhere on the table, a rock slide will inevitably occur. In a suitable manner, randomly choose a 12" x 12" area along one of the short table edges. This is where the slide occurs. All vehicles in the area are immediately immobilized. Skimmers are destroyed as bounding rocks knock them out of the sky. Anything else in the area sustains an S5 AP6 hit.
5: Loose FootingAll movement on the table is considered as if it were on difficult terrain. However, roll 3D6 instead of 2D6 for movement. If there was already normal difficult terrain on the table to begin with, you can now only move a mere 1D6" in these areas. Vehicles and biker units will have to take difficult terrain tests each and every turn! Skimmers (but not Jump Pack troops – they have to land somewhere) are immune to this effect completely.
6: SinkholesSubterranean domes and caverns lie just underfoot across the table. Heavy machinery in the wrong place at the wrong time can cause a collapse, sending the object to an early grave.
Roll 2D6 for every vehicle, bike, walker, and large creature before movement occurs. Skimmers may ignore this roll. Any rolls of 2 or 12 indicate a sinkhole has opened beneath the vehicle. Remove the model from play as it now resides deep underground! Place a suitably sized marker (paper, blast template) where the vehicle last stood. This sinkhole area is now impassable to all but skimmers and jump pack troops.
Special Mission Effects:Too often, the standard missions are played in Warhammer 40,000 games. To mix things up a bit, a challenger may select missions from the alternate set and receive a special event for playing them.
Descriptions for events 1-8 are found in Mighty Empires p.3
Battles:Bunker Assault – Attacker Nominates a tile the defender has with fortifications. If the attacker wins, the fortifications are removed from that tile. (3. Disaster)
Hold at All Costs – Victor Recieves (2. Building Boom)
Meat Grinder – Victor Recieves (6. Diplomacy)
Raids: Sabotage – Attacker nominates a tile in which the defender has a factory. If the Attacker wins, the factory is removed. (3. Disaster)
Ambush – Attacker Victory: Defender cannot generate any resource points this round. (1. Fool’s Gold)
Strongpoint Attack – Attacker is subject to (4. All or Nothing)
Breakthroughs: Rearguard Missions – Attacker receives the scouts event next turn (5. scouts)
Blitz – Victor receives (7. Land Grab)
Breakout – Attacker may have unlimited Elite, Fast Attack, Heavy Support slots in his next game, normal codex restrictions (ie. 0-1) still apply. (8. Elite Army)