Forging a World in War: WarGlamour’s Planetary Empires Reforged
At WarGlamour, we believe campaigns should be more than just a sequence of games—they should be a living, evolving war story. Inspired by Games Workshop’s 2008 Planetary Empires system, we’ve taken that classic foundation and reshaped it for the modern edition of Warhammer 40,000. The result is a dynamic planetary conquest system that emphasizes strategic map control, narrative depth, and balanced opportunities for all players—no matter how the dice fall.
Why Rebuild a Classic?
Planetary Empires was a brilliant concept, but it carried some baggage: unbalanced advantages for early winners, a limited set of factions, and rules that couldn’t keep pace with the evolving game. So we set out to rewrite history—literally. Our system is designed with the following in mind:
- Full support for all current 40k factions
- Tweaked conquest mechanics that (in theory) mitigate runaway victories
- A tile-based map filled with strategic buildings, unique terrain types, and campaign-impacting modifiers. At the time of testing we used files we found online, but going forward we will be using Hexton Hills Imperia Hexica
- Team-based and individual objectives for flexible campaign structures
Campaign Start
Players will claim territory in a sort of strategic draft, with banners being placed and alliances being formed. Participation in previous narrative events, background submissions, and tournament victories offer bonuses in the map draft. These bonuses were designed for local gamestore we play at, and are a great for store campaigns
Each team, assigned a unique color and led by a rotating weekly commander (if the team has more than one player). Every week, players earn victories through Crusade-format games and fight for map control during the Conquest Phase.
Conquest
We’ve replaced the snowball effect with a controlled expansion system. Each tile conquest is dependent on a 2D6 roll modified by terrain, battle performance (while in the initial rules, we did end up dropping the battle performance modifier), and faction abilities.
Special tiles like Rad Zones, Wastelands, and Hive Cities help to create a more interesting map with various modifiers. Strategic buildings—Power Stations, Shield Generators, Manufactorums, and Command Bastions—offer tangible in-game bonuses to deployment, rerolls, and force customization.
The Hive Primus: Endgame Ascension
This massive tile acts as the ultimate prize—counting as every building type and serving as the keystone for campaign victory. Securing it isn’t just about being the strongest—it’s about enduring an onslaught from every adjacent faction.
This campaign system is a work in progress—and we like it that way. With every session, we’re playtesting new mechanics, balancing faction bonuses, and fine-tuning conquest rules based on real player feedback. Our goal is to create a flexible and fun system that can be tailored to any group or store environment to play Warhammer 40k hex based campaigns.