Warhammer 40k Campaign Territories
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Warhammer 40k Campaign Territories

A quick reference list of territories in a 40k in a Flash Campaign by Games Workshop.

Each Territory in a Warhammer 40k in a Flash game is determined by a dice roll and represents the very territory an army may control in any given situation.

Roll two dice on the following territory list to determine which are available.  Notice that one die represents tens and the other follows.  Such each die correlates to either the first or second position.

11-12 Firebase- For each Firebase you control, your army may add one fast attack and an additional D3x5 points to your army.

13-14 Repair Depot- For each Repair Depot you control, your army may add one heavy and an additional D3x5 points to your army.

15 Industrial Complex- For each Industrial Complex you control, your army may add one elite and an additional D3x5 points to your army.

16 Temple- For each Temple you control, your army can add an additional D3x10 points to your army and an additional Elite choice.

21-32 Village- For each Village you control, you can add an additional 2D3x10 points to your army for every Village you control.

33-34 Town- For each Town you control, you can add an additional 2D6x10 points to your army for every Town you control.

35-45 Transit Tunnel- For each Transit Tunnel you control, your army may include an additional 5 points of wargear per model and an additional D6x10 points to your army for every Transit Tunnel you control.

46 Supply Cache- For each Supply Cache you control, your army may include an additional 5 points of wargear per model.

51 Supply Depot- For each Supply Depot you control, your army may include an additional 10 points of wargear per model.

52 Archaeotech Hoard- For each Archaeotech Hoard you control, your army may include an additional 20 points of wargear per model.

53 Road- For each Road you control, add +D6x10 points to your army for each Road under your control. Roll when the Road is generated to fix its value – this is the value of that Road territory. If you stake a Road territory in a battle and win, then the value of the Road increases by a further D6x10 points to represent your expanding control.

54 Bridge- If you control a Bridge, you are able to move troops more quickly to meet your enemy. To represent this, add +2D6x10 points to your army for each Bridge under your control. Roll when the Bridge is generated to fix its value – this is the value of that Bridge territory for the rest of the campaign.

55 Highway- If you control an Highway, you are able to move troops through to reach the enemy. To represent this, add +3D6x10 points to your army for each Highway under your control. Roll when the Highway is generated to fix its value – this is the value of that Highway territory for the rest of the campaign

56 Industrial Teleporter- If you control an Industrial Teleporter, you are able to rapidly move troops through to reach the enemy. To represent this, add +4D6x10 points to your army for each Industrial teleporter under your control. Roll when the Industrial Teleporter is generated to fix its value – this is the value of that Industrials Teleporter territory for the rest of the campaign. Please note there is risk moving troops in this manner; each time an Industrial Teleporter is used to augment your army total for that battle, roll a D6. On a 6, one random unit from your army has disappeared during transport and counts as destroyed this game.

61 Airfield- If you control a Airfield, your army is able to move more troops to reach the enemy and has the capacity to repair its larger vehicles. Add +2D6x10 points to your army for each Airfield under your control, add 10 points to your allowed wargear per model, and may add one to their HQ, Elite, Fast Attack or Heavy choice – this choice is set for the rest of the campaign.

62-63 Wilderness- For each Wilderness you control. Add an additional D6x10 points to your army. Roll when the Wilderness is generated to fix its value – this is the value of that Wilderness territory for the rest of the campaign.

64 Ruins- If you control an area of Ruins, then before every game, you can send searchers to find psychic items amongst the debris. Generate an extra D6x10 points and choose a wargear up to this value. The wargear is retained by your forces and its value is added to the total points of your army.

65 Lost Valley- You control a Lost Valley sheltered from the weather and is filled with natural resources. Roll again twice using this table – the Lost Valley has the territory value of both rolls combined. The Lost Valley is only a single territory even though it has the resources of two. A Lost Valley cannot include other Lost Valleys!

66 Spy- You have a well established network of spies and informers. Spies are not territory, so if you generate a Spy, generate another territory immediately to account for your territory gain. Then, see the special rules below for your Spy.

Spies represent agents and sympathizers in the enemy’s ranks or among his subject peoples. If you have a spy network, then you can use it to spy on your enemy’s territory and conduct acts of sneaky espionage.

If you wish, you can use a spy at the start of a game. Roll a D6 and consult the table below.

Roll

Result

1 Spy is caught and killed immediately and your Spy network is uncovered – you lose your Spy network and you opponent automatically counts as having won the dice roll to decide who goes first.

2 Spy observes enemy unit preparing for battle. Nominate any enemy unit not including an attached independent character in the enemy army after deployment, and move them up to 6 inches in any direction (this unit must still satisfy all deployment restrictions)

3 Spy observes enemy Commander preparing for battle. Nominate any independent character including attached unit in the enemy army after deployment, and move them up to 6 inches in any direction (this unit must still satisfy all deployment restrictions)

4 Spy steals battle plans enabling you to anticipate your enemy’s movements. All of your units gain the Scouts special rule.

5 Spy poisons the water supply. At the start of his 1st turn, the enemy rolls a D6 for each of his units. A unit which rolls a 1 suffers from the effects of poisoned water and begins the game pinned. Otherwise, the unit is unaffected.

6 Spy poisons the Commander. At the start of each of his turns, the opposing commander rolls a D6. On the roll of a 1-2, the Commander suffers the effects of the poison and must take a saving throw for each wound he has remaining, On a roll of a 3-4 the poisons are subdued for now the poison has no ill effects this turn (continue rolling every turn), On a roll of a 5-6 the commander fights the poison off Completely (cured from its effects) and gains the Feel No Pain and Eternal Warrior Universal Special Rules until the end of the game.

Of course, you might be fighting an enemy who cannot be poisoned in the manner described. In that case, assume the Spy incapacitates the target with the same effect. For example, it’s hard to imagine the Necrons drinking water, but the spy might be able to damage circuitry or use an electronic jammer.

Please check out all things Warhammer at Games Workshop; none of this is possible without their great games.

Check out my 40k related factoids on the basics, starting an army, buying a new army and quick games.

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