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TILE ASSEMBLY - Blood of Kittensbloodofkittens.com/wp-content/uploads/2010/10/Planetary-Empires... · TILE ASSEMBLY r-1 The tiles clip together along the edges as shown. I ... games

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COMPONENTSYour Planetary Empires set containsthe following:

1I

• 1 Planetary Empires booklet(you're reading it!)

• 48 Snap-together hexagonalPlanetary Empires map tiles

• 12 Power Station pieces• 12 Command Bastion pieces• 12 Shield Generator pieces• 12 Manufactorum pieces

• 96 Banners

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2 Each tile has a hole allowing a pieceto be firmly attached to the map.

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3 Banners can also be added tothe tiles or pieces as shown.

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TILE ASSEMBLY

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1 The tiles clip together along theedges as shown.

I...--

HIVE CITY TILEThe hive city is a special tile that isavailable only from Games WorkshopDirect. You can order it by phoningGames Workshop Direct on thefollowing number, or by ordering itfrom the online store onthe Games Workshopwebsite.

The banners can be painted differentcolours to represent different playersor factions. Obviously, the number ofdifferent colours you will need depends onthe number of players, so we leave this foryou to sort out to your liking - the bannerscan always be repainted should you needto add a faction at some later date!

Tel: 0115 91 40000www.games-workshop.com

painting your Warhammer 40,000 models.We've included examples of painted tilesillustrating different planets on the sideof the Planetary Empires box.

Before you can create a map you willfirst need to carefully remove all ofthe tiles, pieces and banners from theplastic frame to which they are attached.We recommend using a pair of plasticclippers but a sharp pair of scissors or amodelling knife will suffice. As with anyplastic kit it may be beneficial to removeplastic mould lines or injection markingsusing a modelling knife or file.

The Planetary Empires set consists of 48 plastic snap-together hexagonalmap tiles representing various planetary features such as space ports,ruined cities, battle zones, and wasteland. In addition the set includesbanner markers (little pennants), power stations, command bastions,shield generators and manufactorums (factories) that can be pegged inplace on the tiles themselves to create a complete Warhammer 40,000planetary landscape.

The map can be made and re-madeany number of times and assembled incountless ways. The idea is to provideWarhammer 40,000 garners with away of creating maps to use for playingcampaigns or map-moderated games ofvarious kinds. Planetary Empires is not agame in itself - it is a kit of parts that canbe used in any number of different ways- but this booklet gives a completeexample of one way of using thePlanetary Empires set to run aWarhammer 40,000 campaign.

PAINTING THE TILES AND PIECESThe Planetary Empires tiles can be usedunpainted, but doubtless most playerswill want to paint the tiles along thelines shown on the box and in thisbooklet. The tiles and other pieces can bepainted using the same Citadel paints andbrushes that you would normally use for

PLANETARY EMPIRES MAP GENERATOR

7Each player takes it in turn to addpower stations, command bastions,shield generators and manufactorumsto the map. You may not place morethan one of these pieces per tile. Keepon adding markers like this until oneplayer decides or is forced to stop; eachother player may, if they wish and areable, place one last marker. The map isthen finished.

6Keep on adding tiles to the map untilit is complete.

5 You can decide to add a spaceport tothe map instead of the tile you havedrawn from the box lid. Return the tilethat was drawn and add a spaceporttile to the map instead. However, youmay not place two spaceports next toeach other.

4Take the tile and connect it to the mapwith the randomly selected side face­up. It must be placed so as to touchtwo tiles on the map.

3 Select a tile at random (withoutlooking!) and place it on the table(still without looking!) so that a randomside of the tile is placed face-up.

2 Take one of the spaceport tiles and oneother random tile and connect themtogether on your table surface to startthe map.

Here's a handy way of generating a map by placing random tiles:

1 Separate out the spaceport tiles. Placeall the remaining tiles in the box lid.

You can use the tiles to represent part of an existing Warhammer 40,000 planetsuch as Armageddon, you can invent your own planets, or you can generate alandscape by taking and placing random tiles as described here. A number ofexamples are shown on the cover of this instruction booklet. It is easy to makelarger maps by combining two or more sets of Planetary Empires together.

The Planetary Empires set is not a gameas such - it is a kit of parts that enablesyou to assemble maps suitable forplaying Warhammer 40,000 campaignsor map-moderated games in any formyou wish. The following campaign rulesare just one way of playing a campaignand are offered as an example of thesort of map-based game possible usingthe Planetary Empires map.

These rules have been designed in such away that it is very easy to expand and addto them. We will be publishing additionalrules in White Dwarf magazine and on ourwebsite at www.games-workshop.comWe also encourage players to come upwith their own house rules and campaignsystems. This is great fun, and allows youto tailor your campaign to perfectly suitthe needs of your playing group.

This said, if you've never played a campaignbefore we recommend you start by justusing the rules you will find here. You willneed at least two - and preferably three ­players to play a campaign as described.A single Planetary Empires set is sufficientto accommodate as many as six players,and sets can be joined together if moreplayers are to take part.

In our campaign, rival players competefor territory until one player conquersthe others or establishes an empire ofsuch size and power he is declared thevictor. The participating players playgames of Warhammer 40,000 and,depending upon their degree of success,they can expand their territories orencroach upon th~ territories of theirneighbours. However, as a player's empireexpands, his forces will be stretched

thinner and thinner trying to protect theextra territory, and he may find himselfoutnumbered in battles against playerswith smaller empires.

The map is used to show the territorythat each player controls. Each playerbegins with a set of tiles each markedwith a banner painted in his chosencolour. When games of Warhammer40,000 are fought, players can takeover adjoining tiles as explained below.As a player's empire expands he placesbanners on the tiles to mark his territory.

The winner is the first player to havefought at least one battle against eachother player and carve out an empire often tiles - this is a simple way of workingout who has won and you can set thistarget higher or lower as you wish.

If you want to make a random mapwe recommend that the players gettogether to do this and take it in turnsto select and place one tile at a time. Themap needs to have between six to eighttiles for every player taking part. Youwill also need a set of banner markersfor each player taking part in thecampaign. Paint each player's banners ina distinctive colour - or paint a numberor letter on the pennants if you prefer.

Each player must now claim their startingtiles on the campaign map, by placing theirbanners on the tiles they wish to control.Choose a player to begin. That player mayclaim one tile on the map by marking itwith a banner. Then work round clockwiseso that each player gets a chance to placeone banner. The first player may then claima second tile, and so on round and roundthe players until all tiles have been claimed.

The first tile a player claims may beanywhere on the map. After that playersmust claim tiles that are adjacent to atile that already has one of their bannersif they possibly can. If this is impossiblethen the player may once again pick anyfree tile anywhere on the map.

Once all of the tiles have been claimedyou are ready to play.

The campaign is fought over a numberof rounds. A typical group of players willusually work through one round everyweek, but it all depends on how oftenyou can get together - it is perfectlypossible to play a whole campaign overa single weekend if you wish.

During the course of the round theplayers are free to organise battlesagainst each other. You can fight asmany or as few battles as you wish,against whoever you wish to fight.

At the end of each round the playersgather together and are allowedto adjust their banners on the mapbased on how well they have done inthe battles that they fought. Ideally allplayers must be present at the end ofeach round, but this isn't absolutelyvital (see 'End of Round' on page 5).

FIGHTING BATTLESPlayers are free to arrange battles as andwhen they wish. Battles can be any sizeor type, though we've assumed that theywill be pick-up games of between 1,000to 2,000 points per side for the purposesof the rules that follow. If you play gamesmuch larger or smaller than this thenyou may need to adjust the followingmodifiers appropriately.

Battle bonusesOnce you've worked out the points valuefor a battle, but before you and youropponent pick your armies, check to seeif either player is eligible for any of thefollowing bonuses:

• Compare the number of tiles eachplayer controls. If one player has lesstiles, then they get a 50 point bonusfor each additional tile the opponentcontrols. Note that it's the player withthe smaller number of tiles that getsthe bonus, on the basis that theiropponent's forces are stretched thintrying to protect all of their territory!For example, a Space Marine player with7 tiles is battling an ark player with 9tiles. The Space Marine player gets abonus of 100 points because the arkplayer controls two extra tiles.

• In addition each player adds the bonusfor the manufactorum's they control(see manufactorum's on the next page).

Spending bonus pointsBonus points can be used to either addunits to the player's army list, to allowthe player to take mercenary units froma different list, or to ask for help fromanother player in the form of allied units.For example, a Space Marine player with abonus of 150 points could either add 150points to his army, or use 150 points worthof units chosen from another army list(Imperial Guard, for example, or Eldar),or ask another allied player to help outwith 150 points worth of allied units.

Mercenary and allied units take up forceorganisation slots on the player's mainarmy. In effect the units count as part ofyour army, even though they may havebeen chosen from another army list orlent to you by another player. For example,if you took a mercenary Heavy Support

unit, then it would take up one of yourHeavy Support slots. Note that any furtherrestrictions that apply to taking mercenaryor allied units in their own army listare waived.

Design Note: Mercenary units are includedto allow players to use models from otherarmies in their collection. It's also a coolway of starting to collect a new army.Allied units, on the other hand, allow youto include models from another player's armywith your own - they can be controlled byyou, but really they should be commandedby your ally!

Fighting the battleThe players are now free to fight thebattle at any convenient time or location,and using whatever missions, expansionsor house rules they desire.

Hive city - Players that have the hivecity tile can include it on their game map.The hive city counts as a spaceport tile thathas one power station, one commandbastion, one shield generator and onemanufactorum. The pieces don't have to beadded to the tile - they are located insidethe hive city and are controlled by theplayer that controls the hive city.

Command bastion ­Command bastions allow anarmy to be better preparedfor a battle, and to organisespecial training and equipment to beissued to some of the troops taking part.Both players add up the points from thechart below for command bastions theycontrol. For example, an Imperial Guardplayer that controlled two bastions wouldhave 16 points. If one player's total ishigher they roll 106, if their total is doublethey roll 206, and if it is triple or morethey roll 306. Each roll of 4+ allows theplayer to pick one unit in their army andgive it one of the universal special ruleslisted in the Warhammer 40,000 rulebook.For example, you could say to youropponent, "this unit has the furiouscharge rule". The unit is allowed to usethe special rule for the duration of thebattle. If you are allowed to choose morethan one ability then no unit may be givenmore than one special ability, and eachability you choose mustbe different.

Shield generator - Shieldgenerators make it muchharder to capture the tilewith the generator and anyadjacent tiles. An opponent must subtractthe first modifier listed on the chart froma Conquest roll to capture the tile (seeConquest table opposite), and the secondmodifier to capture any tiles adjacentto the generator. For example, a playertrying to conquer a tile with an Ork shieldgenerator would suffer a -3 modifier, andwould suffer a -1 modifier to conquer anyadjacent tiles. The modifier for adjacenttiles only applies to tiles controlled bythe player that controls the generator.If several shields overlap only one canbe used (owning player's choice).

Manufactorum ­Manufactorums producethe materials needed toequip and arm additionalunits for your army. Both players add upthe points from the chart below for themanufactorum's they control. For example,a Tyranid player that controlled twomanufactorums would have 20 points.If one player's total is higher then theyreceive a SO point battle bonus and mayadd 50 points to their army. If their totalis double the opponent's they add 100points, and if triple or more add 150points. In the case of a tie neither playerreceives the bonus.

These pieces have an important impact onhow your army will perform in the battlesyou fight, as described below. For example,manufactorum pieces allow a player toproduce more raw materials. Note thatsome armies will gain greater benefitsfrom certain pieces than other armies will ­this is based upon how each army fights,and means that certain pieces will be morevaluable to certain players than other onesare. Capturing or building the right piecesis therefore vital to your success.

Power station - Powerstations provide the powerneeded to manoeuvre yourtroops into position before the battle.Both players add up the points fromthe chart below for the power stationsthey control. For example, a Space Marineplayer that controlled two power stationswould have 20 points. If one player's totalis higher then they add +1 to dice rolls forpicking deployment areas, seeing whogoes first, and for reserves. If their totalis double the opponent's they add +2,and if triple or more add +3. In the caseof a tie neither player receives the bonus.

At the start of the campaign therewill be a number of power stations,command bastions, shield generatorsand manufactorums on the map, andyou will be able to add more as thecampaign progresses.

ARMY ! POWER STATION COMMAND BASTION--TsH~LO GENERATOR

Space Marines

j Imperial Guard

Orks

, Tyranids

Eldar

Tau

Necrons

Dark Eldar

Chaos Marines

Daemons

Any other

10

6

9

8

10

8

7

11

10

9

!

-----~

At the end of the round the playersgather together to see what effect thebattles they have fought will have onthe campaign map. Players that fail toattend lose the chance to conquer tiles,though tiles can be taken off them asdescribed below. This is also a goodtime to arrange battles to be fought inthe next round.

The chance of capturing the tile dependson its location and how easy it is to defend.The conquest table below lists the 2D6 rollsthat are required to capture different sortsof tiles and the modifiers that apply to thedice roll.

THE tONOUEST TABLE

When you capture a tile you must removethe opponent's marker and replace it withone of your own. You capture any powerstations, command bastions, shieldgenerators and manufactorums in theprocess (ie. do not remove them).

* If the winner controls a space port tile than he counts as being adjacent to all otherspace port tiles on the map (or any other planet maps being used in the campaign).

206 roll to capture3+7+*

tONOUESTEach player that won a battle is allowedto attempt to take over a tile controlledby their defeated opponent. Note that ifyou fight several battles you may attemptto conquer a tile for each battle thatyou won.

The player that controls the most tiles goesfirst, and then in order of number of tilesfrom highest to lowest. If two or moreplayers control the same number of tilesthen roll-off to see who goes first.

LocationTile is adjacent to one of the winner's tilesTile is not adjacent to one of the winner's tiles

ModifiersWinner only won a moral victoryTile has defence lines or ruins or riverTile is a mountain or space portTile has a shield generatorAttempting to capture more than one tile per round

-2-1-2

-Modifier-1 for each extra tile after the first

The campaign ends the instant a playerclaims his tenth tile, but only so longas he has fought at least one battleagainst every other player at somepoint during the campaign. If youwish you may increase or decreasethe number of tiles needed for a win,and even decide not to bother withsuch things but simply keep on playinguntil the campaign has reached anatural conclusion. It's up to you!

DROPOUTSIf a player drops out of the campaignthen this needs to be announced at thenext end of round meeting. From thatpoint on any player that wins a gamecan choose to conquer one of the tilescontrolled by the player they defeated,or a tile that used to be controlled by theplayer that dropped out.

The normal restrictions apply toconquering a tile controlled by a playerthat has dropped out: a dice roll must stillbe made based on the location of the tile,and the normal modifiers apply, includingthe modifier for winning a tactical victory.

NEW PLAYERSNew players can be added to the campaignby simply creating a new map of abouthalf a dozen tiles per new player, with atleast one spaceport. The new players thenselect tiles on the new map as described inset up above. The new map is assumed torepresent a different continent on thesame planet as the first map, or an area ona moon or other planet in a nearby system.Players are allowed to challenge playersand try to conquer tiles from any of themaps that are in play.

PLAYERS WITH NO TILESPlayers reduced to no tiles carry on playingnormally, except that if they lose a battlethen their opponent cannot claim a tilefrom them.

EXPANDING THE RULESWe've kept the rules in this booklet assimple and straightforward as possible, inorder to make it easy for you to add tothem. You can find some of the additionalrules we've come up with for our owncampaigns on the Games Workshopwebsite at www.games-workshop.com

and we encourage you to create yourown 'house' rules for your own campaign.It's great fun, and will make any futurecampaigns you fight really special.