TERRITORY-BASED CAMPAIGNS

Each player in the campiagn should make three rolls on the territory table below. Each territory usually has some sort of special advantage. Should a player win three battles in a row, then they should roll another territory. If they lose three battles in a row, then they must randomly discard a territory, losing any benefits it may have confered. Should any player have 5 Warp Portals then they have won! Note: The system as it stands is useless for Tyranids, their only aim is to kill. As such, they gain no benefit from the various territories. However, roll them for them anyway, for should they reach 15 territories (of any kind) then they have won!
D66 Result
11 Warp Portal. The player has a Warp Portal under their control. Note that you may only have a single Warp Portal as part of your initial territory- if you roll another one, then re-roll the dice.
12-13 Slave Camp/Penal colony. The player may field a squad of 10 guardsmen with Shotguns/Lasguns for 50pts as 1 Troops allowance to represent characters drawn from the camp. Multiple Slave Camps must be combined into a single large squad of 20 for 100pts, 30 for 150pts and so on. If the territory is lost then they may no longer use the squad.
14-15 Vehicle Plant. The player may field one extra Heavy Support choice than allowed for as long as they control this territory, though they still have to pay for it normally!
16-21 Advanced Position. The army has a forward outpost which allows lightning assaults to be launched. For as long as you control this territory a single unit of troops may make use of the Infiltrate ability. Note that it may be a different unit each time, and multiple Outposts allows multiple squads to gain the ability.
22-23 Command Post. The facilities available at the Command Post greatly increase the Commander's tactical knowledge. You may roll an extra strategy dice and re-roll dice for choosing deployment zones (should such a roll be used) for as long as you control this territory.
24-25 Defense Laser Silo. The force has control of an extremely powerful and highly accurate Laser. When using Preliminary Bombardments enemy units will be hit on a 5 or 6 rather than just a 6 for as long as you control this territory.
26-31 Assassain. The army has a highly trained Assassain who targets key figures before important battles. At the start of each battle, nominate a single character as the Assassain's target and roll a D6. On a 6, the Assassain was successful and the Character starts the game with his Wounds characteristic reduced by 1. If the character only has 1 wound then it takes no part in the game.
32-33 Medical Bay. A single model in one of your squads may be upgraded to a medic for +20pts for as long as you control this territory. The Medic functions in the same way as a SM Apothecary, allowing you to ignore the first failed armour save in the unit each turn.
34-35 Short-Distance Teleporter. A single Troops unit of 10 or less models which has no vehicles may make use of the Deep Strike ability for as long as you control the territory. It does not have to be the same unit each game, and multiple teleporters allows multiple units to Deep Strike.
36-41 Jungle. The Jungle is of no use other than providing a base camp for forces.
42-43 Ruins. The Ruins are of no use other than to provide shelter for forces.
44-45 Mine. The raw materials extracted by the mine allow you to increase the AV of a single vehicle by 1point all round for as long as the territory is under your control. Multiple mines can upgrade multiple vehicles, but you cannot increase a vehicle's AV more than once.
46-51 Chemical Plant. The various chemicals produced by the plant include a highly toxic poison. A single Character may be equipped with a blade bearing this poison for as long as you control the Chemical Plant. The blade may be used at the start of a single Assault Phase each game, and means that any hits by the character will wound mortal creatures (ie not Daemons, Avatars, Dreadnoughts etc.) on a 2+.
52-53 Shrine. The player has a temple, shrine, dark Altar or whatever. This improves the moral of troops who use it. A single Troops unit gains the Fearless ability (will not fall back, passes all morale checks) for as long as you control the Shrine. Multiple Shrines lets extra units gain the ability. You do not have to give the ability to the same unit each game.
54-55 Chaos Pack. Troops in the Army have successfully tamed Chaos Hounds roaming the twisted, Chaos infested jungle. You may take a 5 strong pack of Chaos Hounds (as Chaos Cavalry but with I4 and no save) for 50pts for each Pack you control. Multiple packs must be combined into 1 large unit. Chaos Hounds count as Fast Attack and Cavalry.
56-61 Radar Base. Any unit lead by an upgraded leader (Vet.Seargeant, Aspiring Champion, Nob etc) may re-roll the dice for vision range in Nightfights if you control a Radar base. Each unit may only re-roll once per turn for each Radar base you control.
62-63 Sentry Point. You may take an extra 50% sentries for each Post you control, for example 2 Posts allows you to take double the normal amount.
64Choose. You may choose the Territory you receive. If this is one of your initial rolls and you already have a Warp Portal, then you may not take a second. If you do not already have a Portal or this is not part of your initial roll then you may choose a Portal.
65Deep Valley. You may make a further D3 rolls. The Valley contains all of the Territories and has all of their abilities, but if lost then all the territories in the Valley are lost, not just one. A valley cannot contain a Warp Portal or another valley!
66 Warp Portal. The player has a Warp Portal under their control. Note that you may only have a single Warp Portal as part of your initial territory- if you roll another one, then re-roll the dice.