Campaign System

The Aleph campaign is at its heart a narrative campaign, but there is a "system" behind the narrative. This primer attempts to explain how it works. Basically, you gain points for winning games, then can spend the points on gaining territory or building resources for your faction, or taking territory away from your enemies, including blowing things up.

So how does it work?


For each game you play you receive the following campaign points:

  • Play a game of 40k over 1000 +1
  • Play a game of titanicus +1
  • Play a "narrative" game of 40k +1
  • Play a crusade game of 40k +1
  • Kill Team Win +1
  • AI win <150 +1
  • AI win >150 +2
  • Kill Team commanders Win +2
  • Titanicus win +2
  • Win a 40k game on objectives +2
  • Win a game Over 2500 (for each 1000 +1)
  • Wiped out opponent +1
  • Scored twice the opponent's points +1

Narrative games which have a specific campaign mission in mind will either have their results pre-determined by the GM or even both parties, but if not, a narrative game gains an extra point of a win at matched play, so a win at 1500 "points" (or equivalent power) would yield the winner 5 campaign  points.

Points for playing 
Players receive 1 campaign point for playing a game (excluding kill team). The losing player selects what to do with his one campaign point before the winner applies his points (including the 1 for playing)


The modifier system represents the strategic situation in each planetary system. When you WIN a game two things happen.
  • First, your win allows you to remove one negative modifier from your own faction (if there are any). 
  • Second, if the modifier difference is POSITIVE between you and your enemy, you can add that to your base points for a total number of campaign points when taking territory (see later). Note that "big games" inflict and clear more modifiers, but you don't add your difference more than once. If the difference is negative but you won, you just get your base points.
You can push modifiers in your favour in a number of ways. Here is a list of things that happen to modifiers just by playing:

Additionally, building things like spaceports, defences and other things give you positive modifiers in the system where you build them. In addition, completing certain objectives (such as control of key systems) will change your modifiers. An example is the control of a Foramen - a stable passage across the Cicatrix Maledictum. Control of these is important for supplying expeditions in the Imperium Nihilis. For a breakdown of the global and regional modifiers here is a snapshot. This changes weekly but can be visited on the main page of the blog.

Global and regional modifiers (13_01_019)

Local Modifier example:

Dnatha is in the Hadron expanse so uses the Hadron modifiers as base. In this example both the Federacy and Loyalists have a fleet in the system (+5) while the loyalist Imperium has an additional 2 bases confering +2 (=+7). While the alliance stands, the federacy and tau can use the alliance column. When the Crusade and Loyalists aren't fighting, both factions can use either column (whichever is better!)

After applying modifiers - you now have a total number of campaign points...

OMG my modifiers are awful! What can I do?

Well, firstly win some games and remove the thing that's trashing your modifiers. Secondly, you can remove a lot of modifiers in one go - by abandoning a world or evacuating it (usually with a rear guard mission). However, beware of Inquisitors commissars, lords of chaos or eldar farseers who may not take kindly to you abandoning a world!

OK, but what can I *do* with these points? How do I do stuff?

1 - Take Territory

Each system is broken into planetary systems with a number of squares or locations worth points. These squares or total locations represent the inherent value of the planet. Small number of squares, limited value. Large number of squares, more value. It doesn't necessarily mean the planet is smaller, just less value.

When you gain campaign points you can take any neutral square (blank squares) no matter who you played. Once all territory has been taken or has been allocated already (e.g. an imperial world that belongs to the imperium and has a defence force), you must now wrestle territory off someone else by defeating them.

Some planets have maps. On these maps you can create favourable situations by encircling squares with your points. If a section of a map is encircled and doesn't have a supply source (e.g. a city) then that whole area will fall to you as well! Each map or system will explain how to take territory.

2 - Build!

Instead of taking territory you can build things. Each thing you build has a different effect on the campaign (usually modifiers).

3 - Conduct a raid

You can destroy assets (such as defence lasers, which might be helpful!) of your enemy by conducting a raid. Win a raid and get points equal to or above the cost of the asset you are raiding, and you remove the asset. You do not however take the square or squares. You can "damage" a space port by destroying one or more of its squares. It is non functional until repaired.

4 - Be imaginative

There are other things you can fight over such as: trying to assassinate key campaign characters or kidnap them. Destablise worlds, create viruses, find artefacts. Some of these will be GM led and the GM will set the task/mission/victory conditions. Others you can come up with and once again the GM will set you the mission or missions. These can be multiple battle missions and lead to a much more dramatic conclusion if successful.


Defensive battle: must be declared prior to the battle. Modifier difference is halved, but the defender may not advance into territory. . However they can construct items as normal. 

Eldar and dark eldar ignore all rules for defensive battle and may never declare defensive on territory of their own. 

Narrative battle: strongly themed battles gain both sides +1 campaign points for playing. 

For gothic you can only inflict raid points if there are no hostile fleet units in the system 

Note mobile supply drops (ie those that don’t have a clear path to friendly held cities/space ports etc, are used up with every advance. 

Note: Kill Team games in the advancement campaign generate 1 point for a win in addition to the campaign, but supply dumps are the only result. 

 - Ask me any questions! Advanced campaign rules will be explained, showing how these rules are actually applicable ACROSS the sector and in all campaigns.


Sometimes a campaign will need forces to hunt for information/intelligence. In this case ANY game can be used to search for intel. The chance of finding intel is on a 7+ plus any wins while searching for intel, and one roll can be made after an intel game.
**NB - Kill Team is obviously the most efficient way of doing this...


Some forces are by nature insurgents, such as genestealer cults, although these rules apply to all insurgent forces (uprisings etc). 

Instead of invading worlds these forces gather a following on the ground, covertly. Cults turn to terrorist activities until when the time is right, these forces attempt to overthrow the rulers of a world. 

Select a target world for insurgency. Every game played will yield campaign points as normal. However the insurgent faction can use their global and fleet modifiers whereas the controlling faction cannot, unless they are negative! As the insurgency continues the insurgence faction should accrue points. Winning accrues campaign points plus modifiers whereas defeat only loses the base campaign points if the enemy chooses to use their points to reduce the insurgency.  In addition an insurgency win also adds a +1 local modifier as well as the usual clearing of Negative global modifier. Normal modifiers for loss of warlord etc still apply. 

The insurgency points are used to build supply nodes to gain more modifiers, then later “burned”. The supply nodes can be put anywhere against the enemy played as per the normal rules - but they are “hidden” until removed by a win against the insurgent. 

Over time, so long as the insurgency player wins some games, the insurgency should accrue points. Then at the appropriate time the insurgency becomes full rebellion and these accrual points are spent in one go to:
  • take squares of a minor world
  • Take key locations/cities/bases on a major world. 
After this the normal rules for territory take effect and modifiers work as normal. 

Tyranid specific rules
Tyranid controlled worlds can be consumed with the effect of wiping out all negative modifiers for the faction. In addition if an entire system is consumed, the tyranid factor gains a +1 regional modifier, +5 if the system is declared a “major system”. In addition tyranids may move these regional modifiers from region to adjacent region once per year, representing the slow progress of a hive fleet. 


Fleets move around the sector and have an effect so long as they can trace a line through regions with friendly fleets or bases marked on the map. Bases are marked with a coloured dot and represent systems with docks in the areas shown.

Each gaming session (usually a week) has fleets can move one system within a region, or from one region to an adjacent region. Eldar and Orks are different (see later).

Each Fleet gives a +1 modifier for every 300 points of fleet at the system where the fleet is. Usually fleets are grouped into 1500 (+5) or 1000 (+3) sized fleets or divisions.

Having a fleet advantage of at least +3 means you can ignore the restrictions on defence lasers when invading.

Gothic games aren't required. Both fleets can happily sit there looking at each other...

Battlefleet Gothic Games
Apart from inflicting modifiers in space, Gothic games also have three effects:

  • The losing fleet is pushed out of the system (it must move to a friendly system  and cannot move until spending one session there)
  • The winning fleet has campaign points to spend (take territory, blow things up etc)
  • Both fleets determine their losses. Destroyed ships + 1/2 value of crippled ships. Then work out the new campaign point value of a fleet (e.g. a 1500 point fleet is reduced to 870 after a fight. This is worth 3 points not 5).
Instead of providing +x modifier to a system, a fleet may instead conduct a blockade. A fleet of +3 (1000 pts) is required to blockade. Any remaining units may act as ground support as usual (eg if there are multiple fleets in s system)

The blockading fleet prevents the use of non local modifiers by enemy forces. 

Running the blockade: a blockading fleet cannot refuse action. If it does the blockade is lifted. 

Should the blockading fleet win but be reduced to less than +3, the blockade is lifted anyway. 

Suitable games include blockade run but any fleet action makes sense. 

Smaller games of gothic (<1000) such as blockade runs and convoy attacks only add +1 to space modifiers. Additionally a themed game can temporarily affect local modifiers and break blockades temporarily. 

Usually raids and smaller games will not use part of a large battlefleet, but if they do the calculation of losses is the same as for larger games. 

Damaged fleets refit at the rate of +0.5 per session. A fleet wiped out (reduced to below one unit or 300 points) can reappear at a friendly base at the rate of 0.5 per session (150 points a week)

Map as of 0801_019M42

Each fleet is worth 1500 points at Gothic. The relative sizes/amounts of fleets are fixed by the GM, but can be changed with narrative events. However for now they are fixed.

Fleet sizes (Campaign points)

Imperium 43
Chaos 30
Tau 28
Federacy 15
Eldar 13
Cybixx 5
Dark Eldar 5

Special Rules:
 - If you do not have a fleet (in supply) in a region, your forces on any world there cannot utilise global modifiers (unless they are guaranteed by someone else, such as eldar)
 - Eldar and Dark Eldar don't need to be in supply, they can just appear and disappear at will via the webway. They can never be reduced in value. However inflicting a defeat on eldar does TWICE the modifier damage to their fleet modifier, and their fleet modifier can never be moved above zero.
 - Orks don't really have fleets in being. However they can build fleets with points simply in situ with 40k games/other games (rok fleets and hangers on!) These will be reduced by gothic games as normal, but do not heal up. Other games are needed to rebuild the fleets.
 - Necrons are currently hibernating
 - Tyranid Hive fleets will work the same, just do not exist/are not on the map yet. When they are they won't move, they will just exist.


Each faction has a faction leader. The current faction leaders are given below. the role of the faction leader is to set strategic goals, decide on how to spend loot rolls or react to campaign events, and move fleets around. In general this will be the main imperial general, chaos warlord etc, but there can also be sub faction leaders as well. However while a given army is part of a faction, it is nominally "subordinate" to the overall commander or faction leader.

The faction leader does not pick armies or decide who fights who. They do however decide where the faction *should* be fighting, as in on what system and what the priority is in that system. When a player in a faction fights and wins a battle and then takes territory or in general acts in accordance with the general strategic aims of the faction leader, the player can repair one negative modifier. If the player willfully and knowingly acts in conflict with the aims of the faction leader (e.g. invading the wrong planet) then this modifier removal will not apply.

The overall commander can also direct players to play "defensive battle" (see defensive battle). This can be mandated by the overall faction commander. It can be by planet, by region, by player, by army type etc... In defensive battle players cannot lose as much territory, but they can only fortify/build/raid with their points. If a player doesn't like it, they are disagreeing with strategy, and can try to "replace" the overall commander.

The overall commander can be removed at any time by a player of the same faction challenging them for it. The players then fight a game of their choosing, and the winner is the overall commander from then on. In addition all games of this nature (excluding kill team) will repair a negative modifier from the faction. For chaos and ork factions, you can think of these as bloody reprisals and removal of power, whereas with the imperium this is more likely a wargame or exercises, proving to the superiors that a certain general is not fit for overall command.

Loyalist Astartes are different, they can do what they want. They can be overall command however.

What if your opponent wants to play on a different planet?

*Technically* decisions over what territory is taken happen after the game, although this is rather awkward from a narrative point of view. Instead, players can roll a dice to decide who is the "attacker" and that side will choose where to attack. It is also an opportunity to play attack/defend missions (narrative so +1 for winning). If no decision is made prior to battle, then players can choose their winnings as usual (but clearly this cannot have been narrative!)

Current Faction leaders

Chaos Pact: Warsmith Stahl (Mike)

Orks: Warlord Russtoof (Joel)

Imperium: Novgorod command (Sam)
•             imperial Guard: Novgorod command (Sam)
•             Imperial Navy: Admiral Hughes (Duncan)
•             Inquisition: Inquisitor Lord Rex and the Grey Knights (Tom)
•             Astartes: N/A

Dark eldar: Vlokarion (Tom)

Alliance: Tarquil (Rick)
•             Tau: Malkaor (Greg)
•             Federacy: Kuwalski (Duncan)
•             Eldar: Tarquil (Rick)

“Crusade”: Cybixx (Joel)

Tyranids: -

Necrons: Ha’Tek Dynasty (Ben)

Every 3 games a faction plays will entitle it to a Loot Roll (currently suspended for winter). Roll a D100:

01-05 - strategic support: add +2 to space modifier (maximum of +5)
06-10 - strategic support: add +1 to one region
11-15 - strategic support: add +1 to one region
16-20 - strategic support: add +1 to space modifier
21-25 - infrastructure: settlement worth +1 on a system of your choice
26-30 - infrastructure: expand a world by 3 squares
31-35 - infrastructure: expand a world by 3 squares
36-40 - infrastructure: settlement worth +2
41-45 - reinforcements: clear a global modifier
46-50 - reinforcements: clear a global modifier
51-55 - reinforcements: clear a global modifier
56-60 - local raids: -1 local modifier on any enemy
61-65 - local raids: -1 local modifier on any enemy
66-70 - local raids: -1 local modifier on any two enemies
71-75 - local raids: -1 local modifier on any two enemies
76-80 - local raids: -2 local modifier on any enemy
81-85 - strategic raids: inflict a regional -1 modifier on any enemy
86-90 - strategic raids: inflict a -1 modifier on any enemy
91-95 - strategic raids: inflict a -1 space modifier on any enemy
96-100 - strategic raids: inflict a -2 space modifier on any enemy


The following applies to all games (kill team, 40k, epic, gothic, titanicus etc) played in the Aleph campaign, but I will generally talk about 40k. The same *principles* apply.

Method 1: Matched play

  • Find an opponent and agree a points limit.
  • Select armies (matched play)
  • Select or randomly roll a matched play mission from the 40k rulebook or Chapter Approved.
  • Play mission as per the matched play rules
  • The winner then gains campaign points and can spend them as per the above.

Method 2: Narrative matched play
  • Find or seek out an opponent which aligns with your faction's campaign goals.
  • Work out what you are fighting for (or which territories people will get if they win/lose)
  • Agree which codices you can select your army from.
  • Agree a matched play mission which best represents the narrative you are fighting.
  • Select mission and deploy scenery appropriately.
  • Deploy objectives
  • Select army to agreed points limit*
  • Fight battle
  • The winner then gains the agreed campaign rewards (including the +1 for narrative)
*Both players should be selecting an army - which is matched play legal - which best fits the mission and the objectives. This can be written at the time or - more likely - a player already has a number of "set lists" for certain enemies and scenarios. It is important that both sides understand this. This allows some "meta-ing" against both your opponent and (rightly) for the mission in hand. This is not recommended for people who have only one list, unless they are confident that list is so brilliant it never needs any changes.

This ought to give more tactical flexibility and use for those armies and units that have "situational" units and items, so we may see more use of them.

Method 3: Full narrative

Narrative games gain both sides +1 campaign point for their game size. So a 1500-2000 will yield the winner 6 points (plus positive modifiers if any) and the loser 1 point. 

Many narrative games have an attacker and defender. Once a game has been arranged the attacker may choose to have more points, up to a maximum of 1/3 of the defenders points. So this might be 2000 vs. 1500. If the attacker chooses to do this, then after the game they must give one of their campaign points to the loser should they win. Thus the winner would get 5 and the loser 2. 

Should the defender win, the points are as normal and no reallocation occurs. This represents the greater strategic effort involved in the attacker’s mission. 

Narrative games should be chosen relevant to the campaign, but the attacker could be either side - for example a planetary invasion could result in the campaign “attacker” defending a bridgehead from a counter attack. Use your imagination!

Narrative games should be chosen before army selection, and for some missions some units may be inappropriate. It is up to players to use their judgement and often the mission will suggest units that may be more fitting. 
  • Find opponent
  • Work out what you are fighting for (or which territories people will get if they win/lose
  • Agree mission (any - attack/defence/three way etc)
  • Agree points or power level
  • Play game
  • The winner then gains the agreed campaign rewards (including the +1 for narrative)
Kill Team games generate 1 campaign point by default, however the following rules apply solely to Kill Team:
Kill Team special rules
Kill Team games do not affect modifiers, however one use of the campaign point from a game may be to clear a modifier.
Kill Team games generate 1 point for every 100 points played. Multiplayer games will score 2-1-0 for 3 players, 3-2-1-0 for four etc. Kill Team commanders generates 2 campaign points.
Kill Team games are the only way of taking "kill team only" territories.
Spending KT points
- Take Territory (as per the normal rules)
- Clear one modifier (one kill team win can clear one global, regional or local modifier if it is below 0, regardless of points)
- Destroy installations - reduce an installation by the number of points won. This will render the installation ineffective until fixed, or reduce its effectiveness (e.g. forts are reduced a point at a time, defence lasers are inoperable while below 3 points).
- Rescue missions (special)
- Create supply dumps (effectively keep the point for later, by placing an "s" in a square or territory. This can later be used to take territory, reduce forts, destroy or build by "burning" the supply).
Mission 1: the Nexus Arrangement 
Campaign rules 
Campaign is seasonal and experience, gear and relics will reset each semester. Each season, the campaign will shift to new location to gather information or treasure for the Kill Team or their Faction.
Operation Alpha:
The season winner is the individual player with the highest match victory count. The winner gains a Nexus Arrangement artefact. 
The campaign faction that has accumulated the most wins will gain 2 bonus points for the overarching Warhammer 40,000 campaign.
Deep in a within a chamber, hundreds of feet below the surface of Hexisthe hint of an unknown energy source was recorded. The nature of the energy source is undetermined as yet but does not appear to be of any recent origin and the entrance to the underground facility was only unearthed due to the explosive nature of the conflict on the surface. Currently, elite squads, or Kill Teams, are en route to the entrance of the underground complex. To the victor goes the spoils.
1. No more than 5 games with advancement are allowed per person, per Kill Team.
a. Multiple Kill Teams are allowed but cannot be joined.
b. Non-season games are allowed with upgraded squads but do not count towards the seasonal ranking.
Ex. Player ‘X’ has played their allotted 5 season games and would like to play another game with their upgraded squad. Player ‘X’ may choose to playbut the outcome for the game will not count towards the season rankings.
2. Players must keep a roster of all members of their Kill Team.
a. Remember, active members are what cost the points.
b. Inactive members are not playable and can only be switched between matches.
3. Players must ensure their roster is up-to-date and accurate.
a. This includes all injuries, deaths, and experience change from each match.
b. Specialist levels must also be recorded.
4. Players may change the specialist skills each match, provided that the skills match the level and allowance provided by the Core Rule Book.
5. To win a match, players must win missions.
6. In a match with 3+ players, the points will vary from the standard 1v1 match play.
a. 3 players: The winner will receive 1 point towards a win; the two remaining players receive losses (1-0-0).
b. 4 players: The winner will effectively gain 2 wins and 2 loot rolls. The second highest player will receive 1 win and 1 loot roll. The remaining two players will receive losses.
7. In a 2v2 match, the points will vary slightly from the standard 1v1 match play.
a. Winning Team:
i. 1 win for each player.
ii. Highest scoring player can roll for a second win on a D6 5+.
iii. The teammate can attempt to steal this additional win roll with a D6 roll of 6+
b. Losing Team:
i. No wins recorded.
ii. Lowest scoring teammate does not get a lose roll.
iii. Lowest scoring teammate can attempt to steal the lose roll with a D6 roll of 6+.
8. In a match with a commander the win/lose will be normal
a. The winning player may choose to roll for a second set of loot.
i. The second loot roll will be a leadership check.
ii. If the leadership check is failed, all loot from this match is forfeit, to include the original loot roll.
b. If the losing commander was not incapacitated during the match, it may attempt to block the second loot roll
9. Rolls must be completed in front of a witness to ensure no cheating or mistakes.
10. The games are honour based, but anyone found to be deliberately cheating will be banned from the remainder of the season.
Win roll: (D3)
1- Active squad members receive double the amount of experience from the match played.
2- Faction based intelligence.
3- Piece of unknown alien artefact.
Combine 5 artefacts pieces to create an artefact: (D6)
1- Artefact is inert and useless
2- Stone of Enlightenment – Double normal experience for all active squad members. (Destroyed after use)
3- Tablet of Healing – Once per match, remove all flesh wounds from target.
4- Alien scope – Once per match, choose a model. That model’s ranged attack will not miss and cannot be avoided on a D6 roll of 6.
5- Portable Energy Generator – Once per match, select a model that will charge. That model can avoid all overwatch shots.
6- Rod of Illumination – Once per match, find and disarm any potential hidden traps that may be on the battlefield.
Faction Intelligence: (D3)
1- +++Intelligence reports a breakthrough into the enemy’s vox traffic+++
During the next match, when rolling initiative, you may choose to reroll a single D6.
2- +++Intelligence reports that Agent Zulu has sabotagedthe enemy’s war efforts+++
Choose a player’s Kill Team. That squad does not receive loot following their next match.
3- +++Intelligence reports a spy has been placed in the enemy’s quartermaster+++
Your Kill Team gains an additional bonus at the end of the next match.
Lose Roll: (D6)
1- 5- Fail
6-  +++While still defeated, your squad has learned much from the disaster.+++
a. Choose two models from your squad. Those models gain double experience this match.
b. Injuries get a reroll. Any units that are determined to be killed, instead gain a 1 match convalescence.

Winning Kill Team
Nexus Arrangement
The Nexus Arrangement is a zero point artefact which must be moved on a fleet then deployed on a planet - in a territory - before activation. If the territory with the Arrangement is taken, the artefact is lost and goes to the faction that took the territory. The Nexus Arrangement is worth 54 campaign points to Dark Eldar for the purposes of commerce in Commorragh. The artefact can be destroyed (it will phase out and become lost). 

Partial setting: activated, the system will be cut off from warp travel. No faction can move fleets in or out of the system. No faction can use Global Modifiers except eldar and dark eldar. 
Full Setting: As above but in addition daemons may not be used in the system. Eldar webway portals are non functional. Psychic powers are non functional. Games can only be counted in the system if the above rules are met *by the victor*.

Winning Faction
Kill Team games by the winning faction outside the Advancement Campaign missions are worth 2 campaign points until the end of the next mission.  

Despite this being a system behind the narrative, the campaign is ultimately narrative. The GM's word is final and people cannot "game the system"! You can't "win" the campaign!

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