WAR HAMMER SPACE EMPIRES
INTRODUCTION
War Hammer 40K Theme.
Module for the Warp Empires system.
You must use the Warp Empires system to play this game.
MAP
Deep Space with planets.
VICTORY
You win if you capture over 80% of the planets on the map.
SETUP
Each side starts with a Homeworld with 8 random space units and 12 random ground units.
UNIT TYPES
L = Leaders
S = Space (or Ships)
G = Ground (All units except Space units)
I = Infantry
A = Artillery
V = Vehicles
R = Stealth (Scouts, Recon, Assassins, Diggers)
F = Fast (Flyers, Skimmers, Bikes, Racers)
T = Titans
P = Psychic
ACTION DECK
Players share a common Action deck (at bottom of page).
REVENUE PHASE
Poor Planets produce a Revenue = 1
Rich Planets produce a Revenue = 3
Homeworlds produce a Revenue = 5
RECRUIT PHASE
Poor Planets can recruit a maximum of 1 ground unit per turn.
Rich Planets can recruit a maximum of 3 units (ground & space) per turn.
Homeworlds can recruit a maximum of 5 units per turn.
Leaders only cost half their force.
MOVE PHASE
Ground units may travel through space, they are considered to be on their
own Space Transports.
Transports and other space units, unless otherwise stated, move at medium
speed (2 spaces per turn).
A ground unit upon entering a planet space with no enemy ships automatically
lands on its surface.
If there are enemy ships present, resolve the space battle. If the transport
survives, it then lands on the planet.
BATTLE PHASE
Resolve Space battles before planet based ground battles.
Ground units in Space transports have a Force = zero and cannot get card bonuses.
In a space battle, space units must be taken as casualties before transports.
Note: A Space unit vs all transports will always win the battle and will take
no casualties.
If a Planetary Invasion force includes Space units, they may partake in the battle
by bombardment.
Bombarding ships only apply half their Force, and are the last units to be lost
as casualties.
The Leader bonus rule applies to space combat.
ORK UNIT LIST
Unit Name: #/Speed Type Force Notes
Bad Moonz Ork Boyz 2 I 2
Death Skulls Ork Boyz 2 I 2
Snakebites Ork Boyz 2 I 2
Goffs Ork Boyz 2 I 2
Blood Axes Ork Boyz 2 I 2
Evil Sunz Ork Boyz 2 I 2
Bikeboyz 1F V 1
Boarboyz 1 R 1
Wildboyz 1 I 2
Stormboyz 1 I 2
Madboyz 1 I 2
Nobz 1 L 3
Warboss 1 L 4
Warlord 1 L 5
Ghazghkull Thraka 1 L 6
Gretchin Mob 1 I 1
Ork Freeboterz 1 I 2
Battlewagons 1F V 3
War Buggys 1F V 2
Traktor Kannons 1 A 3
Lungburstas 1 V 3
Gutrippas 1 V 3
Giblet Grinda BF 1 V 4
Skullhamma BF 1 V 4
Bonecrunchers 1 V 2
Bonebreakers 1 V 3
Braincrushas 1 V 3
Evil Sunz Bowel Burnas 1F V 3
Evil Sunz Gobsmashas 1F V 3
Mekboy Speedstas 1F V 2
Mekboy Dragsters 1F V 2
Nobz Warbikes 1F VL 2
Evil Sunz Spleenrippas 1F V 2
Wartracks 1F V 1
Bubble Chukka Speedstas 1F V 3
Mekboy Tinbotz 1 I 3
Evil Sunz Scorchers 1F V 3
Ork Dreadnaughts 1 I 4
Squig Katapults 1 A 2
Mekboy Pulsa Rokkits 1 A 5
Snakebite Squiggoths 1 V 3
Hop Splat Guns 1 A 3
Shokk Attack Guns 1 A 4
Stompers 1 I 5
Weirdboy Battle Tower 1 VP 2
Great Gargant 1 T 10
Slasher Gargant 1 T 8
Mekboy Gargant 1 T 6
Boss Dreadnaught 2 S 10
Nobz Hulk 4 S 8
Mekboy Battle Barge 6 S 6
Ork Warship 8 S 4
Freeboterz Corsair 10 SR 2
BF = Battle Fortress
IMPERIAL DECK UNIT CARD LIST
Unit Name: #/Speed Type Force
Land Raiders 1 V 3
Rhinos 1F V 1
Predator Tanks 1F V 3
Vindicators 1 V 2
Whirlwinds 1 A 1
Land Speeders 1F V 1
Leman Russ Tanks 1 V 3
Basilisks 1 A 1
Bombards 1 A 2
Manticores 1 A 3
Deathstrikes 1 A 4
Shadow Sword SHT 1 V 6
Bane Blade SHT 1 V 5
Storm Blade SHT 1 V 7
Termites 1 VR 1
Moles 1 VR 2
Hellbores 1 VR 3
Hellhound Firethrowers 1 V 3
Assault Landing Pods 1F I 1
Support Landing Pods 1 A 2
Deathwind Pods 1 A 3
Gorgon SHT 1 V 5
Capitol Imperialis 1 LV 6
Tactical Marines 1 I 2
Assault Marines 1 I 3
Devastator Marines 1 I 4
Marine Scouts 1 R 2
Ultramarines 1 I 3
Space Wolf Marines 1 I 3
Blood Angel Marines 1 I 3
Terminators 1 I 5
Space Marine HQ 1 L 1
Space Marine Chaplain 1 LP 2
Space Marine Librarian 1 LP 3
Imperial Troops 1 I 1
Imperial Assault Troops 1 I 2
Imperial Support Troops 1 I 3
Imperial Bike 1F V 1
Imperial Assassin 1 R 3
Ogryns 1 I 3
Ratling Snipers 1 R 2
Rough Riders 1 R 1
Commissar 1 L 2
Commissar Yarrick 1 L 5
Dreadnaughts 1 I 5
Robots 1 I 2
Rapiers 1 A 2
Tarantulas 1 A 2
Mole Mortars 1 AR 1
Thudd Guns 1 A 1
Sentinels 1F V 3
Warlord Titan 1 T 10
Reaver Titan 1 T 8
Warhound Scout Titan 1F T 6
Emperor Capital Ship 2 S 10
Gothic Battleship 4 S 8
Firestorm Cruiser 6 S 6
Thunderbolt Cruiser 8 S 4
Cobra Destroyer 10F S 2
SHT = Super Heavy Tank
ELDAR UNIT CARD LIST
Unit Name: #/Speed Type Force
Guardians 2 I 1
Ulthwe Black Guardians 1 I 1
Scouts 2 R 1
Alaitoc Scouts 1 R 1
Swooping Hawks 2F I 1
Dire Avengers 2 I 2
Biel-Tan Avengers 1 I 2
Dark Reapers 2 I 3
Fire Dragons 2 I 3
Howling Banshees 2 I 4
Striking Scorpions 2 I 4
Warlock 1 LP 2
Exarch 1 LP 5
Avatar 1 LP 6
Harlequins 2 I 3
Eldar Jet Bikes 2F VR 1
Saim-Hann Wild Riders 1F V 1
Vyper Jet Bikes 2F VR 2
Falcon Grav Tanks 2F V 3
Wave Serpents 2F V 3
Warp Hunters 2F V 3
Deathstalkers 2F V 5
Tempests 2 V 4
Doomweavers 2 A 4
War Walkers 2 I 3
Dreadnaughts 2 I 3
Wraithguards 1 I 2
Iyanden Ghost Warriors 1 I 2
Vibrocannons 2 A 2
Antigrav Lascannons 2 A 3
Warlock Titan 1 T 10
Phantom Titan 1 T 8
Revenant Scout Titan 1 T 6
Void Stalker 2 S 10
Wraithship 4 S 8
Shadow Hunter 6 S 6
Eclipse Cruiser 8 S 4
Hellbore Escort 10F S 2
TYRANID HIVE UNIT LIST
Unit Name: #/Speed Type Force Notes
Genestealer Cultists 4 I 1
Hybrid Genestealers 2 I 2
Genestealers 4 I 3
Genestealer Magus 2 LP 1
Devourer Swarm 2 R 1
Biovore 2 A 4
Carniflex 2 I 5
Dactylis 2 A 2
Dominatrix 2 AP 6
Exocrine 2 A 3
Gargoyles 2F I 1
Harridan 1F V 5
Haruspex 2 V 4
Hive Tyrant 1 LP 5
Hormagaunts 4 I 1
Lictors 2 I 3
Zoats 2 I 2
Malefactor 2 V 3
Mycetic Spores 2 A 1
Termagants 4 I 1
Trygon 2 V 4
Tyranid Warriors 2 I 4
Zoanthrope 2 V 2
Hierophant Bio-Titan 1 T 10
Hierodule Bio-Titan 1 T 8
Hierozoan Bio-Titan 1 T 6
Hive Ship 2 S 10
Dark Prowler 4 S 8
Void Fiend 6 S 6
Kraken 8 S 4
Wardrones 10F S 2
Action Deck Card List
Card Name: # Effect:
Tactical Move 12 Move 1 Stack
Operational Move 6 Move 2 Stacks
Strategic Move 3 Move 3 Stacks
Leadership 2 All your Leaders get Force +5
Space Combat 2 One of your Space Units gets Force +5
Fighter Escort 2 One of your Space Units & Transports gets Force +5
Hold Ground 2 All your Infantry get Force +5
Barrage 2 All your Artillery Units get Force +5
Massed Armor 2 All your Vehicles get Force +5
Surprise 2 All your Stealth Units get Force +5
Titan Attack 2 All your Titans get Force +5
Psionic Storm 2 All your Psychic Units get Force +5
Outflank 2 All your Fast Units get Force +5
Recon 2 Look at target stack
Intelligence 2 Look at opponents hand
Terraform 1 Pay 10: Upgrade a poor world to a rich world
Industrialization 1 Pay 10: Upgrade a rich world to a Homeworld
Decoy Force 2 Negate Move by target stack
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WARP EMPIRES RULESET
INTRODUCTION
Generic ruleset for a series of empire building/conquest games.
MAP
The map depicts an irregular, interlocked set of territories.
CONTROL MARKERS
Use chits to represent control markers.
UNITS
Use chits to represent units.
Units include Leaders & non-leader units.
DECK
Players share an action deck.
In some games, each player will have their own action deck.
The action deck cards allow you to move your units.
SETUP
Most Leader units will be in play.
Others will be mixed into the unit chit pile.
Each player will start with several non-leader units in play.
Starting points of units will be determined by the scenario.
TURN SEQUENCE
Players take turns. Each turn has 7 phases:
Draw Phase
Move Phase
Battle Phase
Revenue Phase
Recruit Phase
Upkeep Phase
Control Phase
DRAW PHASE
First discard any cards you don't want.
Each player draws 5 action cards.
Max hand size = 7. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.
MOVE PHASE
Use Action cards to move stacks or units in stacks.
A Fast unit can move 1-3 spaces.
A Medium speed unit can move 1-2 spaces.
A Slow unit can move 1 space.
Units can move into but not through opposing stacks.
Fortifications cannot move (Move = 0).
Your opponent can only look at the top unit of your stacks
BATTLE PHASE
When two opposing stacks occupy the same territory there will be a battle.
Each unit has a force value.
Add up the total Force values for each side.
Players may play action cards to increase their force value.
If one stack has a Leader and the other does not, the stack with the
leader gets an additional 5 Force.
The side with the highest force value wins.
The losing stack must retreat one space.
The losing stack loses half of its units. The winner picks the first
unit lost, the loser picks the remainder.
Fortification units in the losing stack are destroyed automatically.
The winning stack loses units with a force equal to at least half the force
total lost by the losing stack. The winner decides which units are lost.
Destroyed units are returned to their chit pile.
Captured leaders are set aside and not returned to the chit pile.
After a battle both sides replenish their hands to 7 cards.
REVENUE PHASE
Gain revenue points for every revenue generating territory you control.
RECRUIT PHASE
Draw 5 random units from the unit chit pile.
Purchase units. A units cost is equal to its Force value.
If you purchased all the drawn units, draw another 1D6 random units.
Revenue may be saved from turn to turn.
Discard unpurchased units back to your unit chit pile.
Units start in any revenue generating territory you control.
UPKEEP PHASE
Number of Units that automatically receive upkeep = 5 x total Revenue.
Discard excess units.
Example: You generate 10 revenue points per turn...
You may have up to 50 units.
CONTROL PHASE
Place a control marker on every revenue generating
territory occupied by one of your units.
Only one control marker per space.
UNIT DECK ABBREVIATIONS
S = Slow
M = Medium speed
F = Fast
F = Force
F = Fortification
# = Number of that unit in the chit pile.