Click the map to open the full-size image in a new tab.
Theater icon legend is in the upper right. Infrastructure icon legend is in the lower right.
| Alliance / Player | Faction | W | L | D | Points | Stronghold Intact | Support Facility | Staging Grounds | Fortification Line |
|---|---|---|---|---|---|---|---|---|---|
| Imperium | 0 | 0 | 0 | 29 | Yes | 1 | 2 | 0 | |
| Nick | Ultramarines | 0 | 0 | 0 | |||||
| Daniel | Dark Angels | 0 | 0 | 0 | |||||
| Chaos | 0 | 0 | 0 | 29 | Yes | 1 | 1 | 1 | |
| Ian | Daemons | 0 | 0 | 0 | |||||
| Jose | World Eaters | 0 | 0 | 0 | |||||
| Xenos | 0 | 0 | 0 | 29 | Yes | 2 | 0 | 3 | |
| David | Tyranids | 0 | 0 | 0 | |||||
| Kieran | Tyranids | 0 | 0 | 0 |
In this narrative campaign, three Alliances are embroiled in war across the Vespator region of Ultramar.
There are no clean borders. Every Alliance has forces scattered across every world of the region, and it is a desperate scramble to secure control of individual Planets.
As a player, you will help make campaign decisions for your Alliance, control the movements and actions of an attack Fleet, and fight defensive battles when your Alliance is targeted on a Planet.
Fleets are an Alliance's attack pieces: They determine where attacks can be launched, but they are not themselves targeted or fought over. The target is an Alliance's Power Level on a Planet, which the Attacker seeks to lower. A defending Alliance will still fight battles on a Planet even if it has no nearby Fleet.
An Alliance's Campaign Point Total is the sum of its Power Level across all Planets, plus an additional 3 if its Stronghold is intact.
Your Alliance wins if, at the end of the sixth campaign Phase, it has more campaign points than the other Alliances. In the event of a tie, an Alliance whose Stronghold is still intact beats a tied rival whose Stronghold is not. If the campaign remains tied, victory is determined by battles.
At the start of the campaign, each Alliance will have to make decisions as a group. The game recommends setup strategies for each decision.
Each Alliance secretly decides on the following:
Everyone's decisions are revealed simultaneously, and the campaign map is updated. If more Alliances wish to build their Stronghold on a Planet than its Infrastructure locations can accommodate, one Alliance will be chosen at random and must make all their selections for this step again.
Official Guidance: Higher Power Levels on a Planet will often grant that Alliance some additional benefits in battles played at that Planet and will make it harder for foes to weaken the Alliance there. We recommend that each Alliance selects roughly 3 key areas on the campaign map to group their most powerful Planets around.
Each Alliance secretly decides on 3 pieces of non-Stronghold Infrastructure (Staging Grounds, Support Facility, or Fortification Line) they wish to build, and on which Planets they wish to build them. These pieces of Infrastructure will aid the Alliance in conquering the map.
Everyone's decisions are revealed simultaneously, and the campaign map is updated. For each Planet, if Alliances wish to build more pieces of Infrastructure on that Planet than its Infrastructure locations can accommodate, Alliances will be chosen at random and must choose a different Planet for that Infrastructure.
Official Guidance: We recommend placing Fortification Lines on Planets where your Alliance has a high Power Level, to help blunt enemy attacks, and Support Facilities or Staging Grounds near the parts of the campaign map where you wish to attack early on.
Each Alliance secretly decides on 1 starting Planet for each of their Fleets.
Each player gets to choose where their own Fleet starts.
Everyone's decisions are revealed simultaneously, and the campaign map is updated.
Official Guidance: A player's Fleet location determines which Planets they can attack. We recommend placing your initial Fleets in areas of the campaign map that you wish to expand into in the first two Phases of the campaign.
500 Worlds: War for the Vespator Front is a Warhammer 40,000 narrative campaign played over the course of several months to determine the fate of the Vespator Front region of Ultramar.
At the start of each Phase, every player privately submits the operations selected for their Fleets to Nick. Once all players have submitted, Nick announces the resulting map updates and the battles to be played for that Phase.
After the operations results for all players have been resolved, there will be randomly generated events and then players will have an additional opportunity to move their Fleets to connected Planets and to build Infrastructure.
Each Phase of the campaign is divided into the following steps:
The campaign rules for the War on the Vespator Front can be found here.
At the start of each Phase, every player privately submits the operations selected for their Fleets to Nick.
After the operations results for all players have been resolved, players will have an opportunity to move their Fleets to neighboring Planets.
Battles must be fought for wars to be won and worlds to be claimed.
In the Resolve Battle Operations stage, each Alliance will select players from their Alliance to defend against the Battle Operations declared against them this campaign Phase. For each of those Battle Operations, a player from that Alliance can be selected to play a game of Warhammer 40,000 against the player whose Fleet declared it.
Each Battle Operation Attack Type has a bespoke mission that can be played, and a different set of campaign Outcomes that will change the situation on the campaign map. Alternatively, players can play a different mission from another Warhammer 40,000 publication, then apply the campaign Outcomes for the selected campaign Attack Type after that battle.
All operations rules below are previews; see the full rules for details.
The attacking Alliance attempts to take over pieces of Infrastructure that the opposing Alliance has constructed at the selected Planet, or to destroy them in order to raise their own over the ruins
Summary:
The attacking Alliance attempts to reduce the Power Level of the opposing Alliance at the selected Planet by exterminating the foe and preventing them spreading elsewhere; this is particularly beneficial if the attacking Alliance has a higher Power Level
Summary:
The attacking Alliance attempts to reduce the Power Level of the opposing Alliance at the selected Planet by seizing a beachhead and pouring in reinforcements to hold off the surrounding foe; this is particularly beneficial if the attacking Alliance has a lower Power Level
Summary:
By weakening the Defender’s protection and making them vulnerable to a catastrophic bombardment, the attacking Alliance attempts to destroy the Planet’s Infrastructure locations, and potentially make the Planet uncontrollable
Summary:
The attacking Alliance attempts sabotage or theft at a key site such as a shipyard, transit hub, or way station. Their aim is to reduce the Defender’s ability to move resources and reinforcements to and from the Planet, reducing the Power Level of the opposing Alliance here or at connected Planets
Summary:
The attacking Alliance strikes at an opposing Alliance’s Fleet stationed in orbit at an opposing Alliance’s Planet, aiming to cause enough destruction to force the defending Fleet to relocate to another system
If both the Attacker and Defender agree, this battle may be played out as a mission of Boarding Actions. Otherwise, play a normal game mode that both players agree upon.
Summary:
Whether by risking the tides of the Warp, employing strange energy gates, or some other method of extended interstellar travel, Fleets and armies leap across vast gulfs of space.
While armed forces stand guard on the ground and in the void, teeming masses toil to raise new strategically vital structures on captured worlds.
Whether performing advanced augury and scouting missions, guarding supply lines from void piracy, or staging diversionary raids to overstretch enemy garrison forces, these assets fight not for their own glory, but instead to enable others.
Where massed formations risk being cut to pieces by superior enemy forces, elite kill team deployments can perform acts of sabotage and guerrilla raids to weaken the foe’s grip.
Armies without functional supply lines, void transport, and strategic coordination would soon perish in the fast-moving wars upon the Vespator Front.
There are four types of Infrastructure that can be built by players. When a player is allowed to build Infrastructure, the rules will describe which types are available to build.
If a Planet does not have any unoccupied Infrastructure locations left on it, players cannot build Infrastructure on that Planet.
When Infrastructure is destroyed, its ruins continue to occupy its Infrastructure location, and that destroyed location cannot be used or cleared to build more Infrastructure. Note that the Seize Power Base Operation Attack Type can remove enemy Infrastructure without destroying it.
When all of a Planet's Infrastructure locations are destroyed, the Power Level of every Alliance at that Planet is reduced to 0. Fleets can move to destroyed Planets, but can't select destroyed Planets for operations.
There is a maximum number of each type of Infrastructure that an Alliance can control on the board:
Stronghold
Every conquest must be commanded from a central position of greatest strength. Such Strongholds are the sleepless mind and beating heart both of an empire's ambitions of conquest.
Each time a player who is part of this Stronghold's Alliance wins a battle at this Planet or at a nearby (1) Planet, they can treat their Power Level at that Planet as 1 higher or lower than it actually is for the purposes of that battle's campaign outcome.
Official Guidance: While an Alliance's Stronghold remains undestroyed, it will also contribute 3 to its Alliance's Campaign Point Total. We recommend placing your Stronghold in a key area within a group of your most powerful Planets.
Staging Grounds
Be it forward operating bases, well-positioned Webway gates, rifts in the fabric of realspace, or hidden training grounds and marshaling sites, these locations allow commanders to rapidly deploy the right forces into rapidly evolving conflict zones.
Each time a player who is part of these Staging Grounds' Alliance fights a battle at this Planet or at a nearby (1) Planet, they can treat their Power Level at that Planet as 1 higher or lower than it actually is for the purposes of that battle's mission rules. The effects of multiple Staging Grounds are not cumulative.
Official Guidance: We recommend placing Staging Grounds near the parts of the campaign map where you wish to attack soon.
Support Facility
From promethium fuelling facilities and orbital docks to astropathic sanctums, biomass larders, shrines to the gods, or colossal translocation gates, these facilities provide battle groups with the means to swiftly cross interstellar gulfs.
For players who are part of this Support Facility's Alliance, Planets at a distance of 2 from it are now considered connected to it ("nearby"), but not vice versa.
Official Guidance: We recommend placing Support Facilities near the parts of the campaign map where you wish to attack soon.
Fortification Line
Some fortifications are unsubtle things: miles-long curtain walls, hulking scrap forts, or trench networks bristling with guns. Others are more subtle, be they webs of illusion, sorcerous snares, or layers of invisible force fields. All achieve the same purpose: to stymie the foe's advance.
The minimum Power Level of this Fortification Line's Alliance at this Planet is increased by 1. When it's built, if it increases the minimum Power Level above its current Power Level, increase its Power Level accordingly.
Each time a rule would reduce the Power Level of the Fortification Line's Alliance at this Planet below the minimum, one of their Fortification Lines at this Planet is destroyed instead.
Official Guidance: We recommend placing Fortification Lines on Planets where your Alliance has a high Power Level, to help blunt enemy attacks.
Every Planet has 2—3 potential Theaters associated with it, identifiable on the campaign map by the symbols occupying the Planet's Theater slots.
When playing a game as part of this campaign (excluding potential games of Boarding Actions), in the relevant step of the mission sequence the Attacker will be able to select one of the Theaters from the Planet the battle is taking place on. That player then rolls one D6 to determine which of that Theater's twists will apply to the game.
Spaceport
Packed with communication and coordination technologies, spaceports not only facilitate rapid force deployment, but are also prime strategic hubs.
Tactical Benefit: These twists make control of objective markers easier and provide improved reactive manoeuvrability, with units able to fall back and continue to operate effectively. It is suited to more elite armies that can take advantage of such rules to prevent their units from becoming bogged down and trapped by more numerous foes.
Recommended Terrain: For this Theater, we recommend using tall buildings and ruins as terrain features. These should be placed plentifully across the battlefield, but with gaps between them wide enough for larger vehicles and monsters to navigate. Some of these can be connected with barricades to represent cordons and barricades.
Desolate Wastes
Whether polluted wastelands, endless ferrocrete expanses, or dry grassland, these wind-scoured regions are open, largely empty, and often easily traversed.
Tactical Benefit: These twists are particularly suited to skirmishing forces largely comprising infantry and mounted units, enabling them to deploy more aggressively and reposition themselves later in the game.
Recommended Terrain: For this Theater, we recommend using lots of area terrain features with a smaller footprint, to represent nomad camps and scattered outcroppings. These can be scattered through no man’s land to indicate a largely uninhabited wilderness region.
Xenoflora Jungle
From temperate forest to seething jungle, regions overrun with alien undergrowth present a close and hazardous environment in which to do battle.
Tactical Benefit: These twists provide a boost to melee-orientated armies, contributing improved damage dealing, protection from overwatch and punishment of units that fall back.
Recommended Terrain: For this Theater, we recommend using a mixture of woods and ruins to represent a largely forested region dotted with the remains of overgrown structures. There should be a large number of such terrain features scattered fairly equally across the battlefield, to reflect the sheer density of the area’s flora.
Rad Zone
Rendered extremely hazardous by the impact of a rad warhead during the ongoing wars of reclamation, irradiated ash carpets this region as thickly as dense snowfall.
Tactical Benefit: These twists cause significant disruption to communications and attempts to launch immediate attacks on the enemy, reducing lethality and improving the durability of units. It is suited to armies that favour a more attritional style of play.
Recommended Terrain: For this Theater, we recommend using tall hills to limit visibility. Ruins and buildings should not be placed on these hills, to represent clusters of hardened structures huddled in the more sheltered lowlands of this hostile Theater.
Forge Complex
Adeptus Mechanicus forge complexes can sprawl across entire continents, and do not stop their labours even should battle rage between their thundering machines and over their rivers of acid runoff.
Tactical Benefit: These twists predominantly aid tough, durable units; those that are more numerous and lightly armoured will take increased damage as a result of the volatile gases, ferocious heat, and hostile elements present in such locations.
Recommended Terrain: For this Theater, we recommend using lots of obstacle terrain features and industrial pipes and machinery to represent the still-operational forge shrines and manufacturing lines of the complex.
Hab Sprawl
Many of the worlds designated part of Greater Ultramar are heavily settled, boasting hive cities and mile upon mile of hab blocks. When battle comes to such Theaters it swiftly becomes a grinding city fight.
Tactical Benefit: These twists provide a boost to units within area terrain features, increasing their survivability or lethality. As such, this Theater is well suited to armies with large amounts of infantry that can take advantage of such terrain.
Recommended Terrain: For this Theater, we recommend a dense coverage of area terrain features, predominantly comprising ruins, placed evenly across the battlefield.
Delvesite Facility
Whether clashing in the flicker-lit depths of a mining delvesite or doing battle on the surface between pit heads and massed machinery, this is a hazardous Theater for any force to fight in.
Tactical Benefit: These twists primarily benefit attacks against tougher units, with scavenged explosives and jury-rigged mining machinery helping weaker models bring down imposing adversaries.
Recommended Terrain: For this Theater, we recommend using a good number of fuel pipes, containers, barrels, and barricades as well as Sector Fronteris structures to reflect mining Infrastructure and rugged mine buildings. Some of these should be placed within each player's deployment zone, as well as in No Man's Land, to represent an interconnected network of this apparatus.
Dead Lands
Be they regions reduced to lifeless desert by harsh stars, zones poisoned by heavy industry, or the blasted result of long-ago orbital bombardments, these bleak Theaters often play host to clashes of heavy armour as they afford plentiful room for massed manoeuvres.
Tactical Benefit: These twists primarily benefit monster and vehicle units, providing them with increased speed, durability and lethality.
Recommended Terrain: For this Theater, we recommend clustering some area terrain features together, with wider gaps between them to allow for increased monster and vehicle manoeuvrability, and to represent the intermittent outcroppings of settlements and geological features that cling on amidst the desolation.
Tomb Complex
Necron tombs lurk beneath the surface of many worlds that Guilliman wishes claimed for his empire. As they wake, their eldritch structures rumble up from below to unleash terrible destruction.
Tactical Benefit: These twists are somewhat unpredictable. They do not necessarily suit any one particular army style, but can make for varied and interesting battles for those brave enough to use them.
Recommended Terrain: For this Theater, we recommend that players use their imagination to create the kind of terrain layout that best fits their own narrative. Tomb complexes can be hidden below any other sort of landscape, although we do recommend mixing in a few esoteric pieces of terrain to represent the Necron architecture that has risen from below or Phased into existence.
As the campaign progresses, additional events will be introduced into the campaign to maintain an exciting narrative. Some of these can happen in any Phase of the campaign, but others will only take effect if one Alliance begins to pull too far ahead or fall too far behind.
When the Warmaster (Nick) is called upon to generate any Vespator Front Events, he'll do the following:
Starting with the Alliance with the highest Point Total and proceeding in descending order:
In the next campaign Phase:
Starting with the Alliance with the highest Point Total, and proceeding in descending order:
In the next campaign Phase:
The WM selects the three Planets with the lowest total combined Power Level of all Alliances:
Subtract 1 from each Alliance’s Power Level at every Planet.
Players in each Alliance must secretly select new Planets for their Fleets to be placed at. When doing so, each Fleet’s new location must be different to the Planet it was previously at and not nearby (1) to that Planet. The WM then updates the campaign map accordingly.
Each player can secretly notify the WM that they wish to defect to another Alliance, and if so, which Alliance they wish to defect to.
If one or more players wish to do so, the WM should try to move all players around so that each should end up with Fleets for their desired Alliance. If this is not possible then some players may not be able to defect and the WM will randomly decide which players can defect. Any unclaimed Fleets are then assigned amongst the remaining players of the relevant Alliances.
This event cannot take effect more than once during the campaign. If this event has already taken effect, generate a new Fortunes of War Event instead.
The WM rolls one D6 for each Planet with only one undestroyed Infrastructure location: On a 4+, that Infrastructure location is destroyed (note this can cause the Planet to be destroyed).
The WM selects one of the Planets that the Dominating Alliance has its highest Power Level at, excluding one with their Stronghold on, to be the site of the uprising, then does the following:
In the next campaign Phase, each time a player fights a battle on a Planet against the Dominating Alliance, they can treat their Alliance’s Power Level at that Planet as 1 higher or lower than it actually is for the purposes of that battle’s mission rules and campaign outcomes.
In the next campaign Phase, in the Select Operations step, the players of the Dominating Alliance must declare all of their Fleets’ campaign operations, and reveal them to the players of the other Alliances before those players declare their own Fleets’ campaign operations.
The Trailing Alliance can select one Planet (excluding any with one or more opposing Strongholds present), and one opposing Alliance. Those two Alliances switch their Power Level at that Planet with one another.
In the next campaign Phase, each of the Trailing Alliance’s Fleets can declare one additional campaign operation.
For each piece of Infrastructure the Trailing Alliance has on the campaign map, they can remove one piece of Infrastructure of that type from the map. Each time they do, they can build one piece of that type of Infrastructure on another Planet. They can then build one additional piece of Infrastructure (excluding a Stronghold) on any Planet.
Gallery of campaign photos, battlefields, painted armies, and map updates.
Click headers to sort.
| Fleet ID | Alliance | Player | Phase | Start Planet | Operation | Op Subtype | Op Planet | Op Target | Op Defender | Op Results | Free Move | Alliance Build | Finish Planet |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 001-NICK | Imperium | Nick | 1 | Kryndaer | Battle | Attack: Seize Power Base | Karabas | Chaos | Ian | ||||
| 002-DANIEL | Imperium | Daniel | 1 | Kryndaer | Battle | Attack: Supply Base Raid | Caltus Novem | Xenos | David | ||||
| 003-IAN | Chaos | Ian | 1 | Kryndaer | Battle | Attack: Seize Power Base | Kryndaer | Xenos | Kieran | ||||
| 004-JOSE | Chaos | Jose | 1 | Noralus | Battle | Attack: Seize Power Base | Noralus | Imperium | Nick | ||||
| 005-DAVID | Xenos | David | 1 | Kryndaer | Raise Edifice | Build: Support Facility | Kryndaer | Self: Xenos | |||||
| 006-KIERAN | Xenos | Kieran | 1 | Noralus | Raise Edifice | Build: Fortification Line | Noralus | Self: Xenos |