I was working on a poker card based AI system for solo campaign play for Warhammer 40K. I put my ideas into ChatGPT and it really helped me expand on the ideas. The result below is a result of some editing and refining of key concepts of my ideas.
A complete, easy-to-use playing-card system for generating terrain, enemy units, and deployment types for Warhammer 40K solo or narrative play.
It uses a standard 52-card poker deck (no Jokers).
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WARHAMMER 40K — CARD-DRIVEN BATTLE SETUP SYSTEM
How the System Works
Shuffle a standard deck.
Draw cards in sequence for Terrain → Deployment → Enemy Forces → Special Conditions.
Suits determine categories.
Card values determine quantity or size.
It’s fast, random, narrative-friendly, and perfect for solo play.
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1. TERRAIN GENERATION (3–6 cards)
SUITS = TERRAIN CATEGORY
Suit Terrain Type
Hearts

Organic / living terrain — forests, fungus, alien growths, nests, biomass, swamps
Diamonds

Industrial terrain — refineries, pipes, machinery, generators
Clubs

Ruins / abandoned structures — blasted buildings, bunker fragments, rubble
Spades

Militarised defenses — barricades, trenches, weapon platforms, fortifications
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CARD VALUE = SIZE / IMPACT
Value Meaning:
A One massive terrain piece dominating a quarter of the board
K–Q–J Large terrain piece (ruin, forest, silo, etc.)
10–7 Medium terrain feature
6–2 Small terrain feature (scatter, barriers, small cover)
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TERRAIN SETUP PROCEDURE
1. Draw 3 cards for a light table, 4–5 for standard, 6 for dense.
2. For each card:
Identify the category (suit).
Place a terrain piece of size based on value.
3. Place each terrain piece randomly:
Roll a D6: (1–2 = left flank, 3–4 = center, 5–6 = right flank)
Roll D3: depth from your board edge (1 = near, 2 = mid, 3 = far).
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2. DEPLOYMENT TYPE (1 card)
SUITS = STYLE OF DEPLOYMENT
Suit Deployment
Hearts

Sweeping assault: both start close.
Diamonds

Strategic separation: long edge deployment.
Clubs

Corner deployments (table quarters).
Spades

Unbalanced deployment — attacker vs defender.
CARD VALUE = SPECIFIC PATTERN
Value Deployment Pattern
A Special mission: Place objectives first, then both deploy within 12″ of opposite edges.
Face cards 9th ed style deployments:
K: Dawn of War
Q: Hammer & Anvil
J: Search & Destroy | | 10–7 | Diagonal deployments (roll 1–3 = your left diagonal, 4–6 = your right diagonal). | | 6–2 | Random attacker/defender: high roll is attacker, attacker deploys within 12″ of any board edge, defender within 18″ of center. |
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3. ENEMY FORCE GENERATION (2–6 cards)
SUITS = TYPE OF ENEMY UNIT
Suit Enemy Type
Hearts

Infantry / Swarm units
Diamonds

Elite or specialist units
Clubs

Vehicles, walkers, monsters
Spades

Leaders, heroes, psykers, HQ choices
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CARD VALUE = UNIT SIZE / POWER
Value Meaning:
A Boss / Warlord unit + bodyguard
K–Q–J Strong elite unit / large monster / heavy vehicle
10–7 Standard unit (troops or medium vehicles)
6–2 Small unit (scouts, weakened troops, light vehicles)
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ENEMY SETUP PROCEDURE
1. Choose how many enemy units you want (default = 3 draws for small game, 5–6 for big).
2. Draw that many cards.
3. For each card:
Turn suit → unit category.
Turn value → strength/size.
Optional:
Roll D6 to determine exact datasheet from your enemy faction’s codex.
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4. SPECIAL CONDITIONS (Optional — 1 card)
SUITS = BATTLEFIELD CONDITIONS
Suit Condition
Hearts

Biological hazard: Spore clouds, toxic mists, regenerating terrain.
Diamonds

Industrial hazard: Chemical leaks, smoke clouds, overheating reactors.
Clubs

Battlefield salvage: Hidden supplies, relics, ammunition caches.
Spades

Warzone events: Orbital strikes, psychic storms, deep strike interference.
CARD VALUE = INTENSITY
A = Severe condition
Face cards = Strong
10–7 = Moderate
6–2 = Mild
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EXAMPLE DRAW
Terrain Draw (4 cards):
7

→ Medium ruins
Q

→ Large industrial generator
2

→ Small alien growth
A

→ Massive fortress gun tower
Deployment Draw:
J

→ Search & Destroy
Enemy Draw (4 cards):
K

→ Large infantry block
9

→ Specialist team
3

→ Light vehicle
A

→ Enemy warlord
Special Condition:
8

→ Moderate salvage. 3 objectives are lootable.
You now have a full mission generated in < 2 minutes.
Here is a full campaign mode that plugs directly into your card-based setup system.
It creates a branching, replayable Warhammer 40K solo narrative where playing cards determine missions, escalation, rewards, hazards, and enemy level-ups.
This system is fully modular — you can use it with any faction.
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CARD-DRIVEN SOLO CAMPAIGN MODE
A branching narrative warzone that evolves with your draws
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1. CAMPAIGN STRUCTURE
The campaign lasts 5–7 missions.
Each mission is generated by drawing:
1. Campaign Event Card
2. Deployment Card
3. Terrain Spread (3–6 cards)
4. Enemy Force Cards (2–6 cards)
5. Special Condition Card
After each mission, you draw a Post-Mission Card to determine rewards, injuries, escalation, or new threats.
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2. CAMPAIGN EVENT CARD (1 card before each mission)
Determines what kind of mission you're about to play.
SUITS = MISSION THEME
Suit Mission Type
Hearts

Rescue, recovery, or reinforcement mission
Diamonds

Resource control, salvage, strategic capture
Clubs

Seek-and-destroy, purge, breakout
Spades

Boss encounter, ambush, critical threat
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CARD VALUE = MISSION TWIST / OBJECTIVE
Value Objective:
A Vital objective: must hold a marked objective at game end
K Kill the enemy leader or strongest unit
Q Escort or extract a token / NPC
J Survive X turns (X = D3+2)
10–8 Capture and control 2–3 objectives
7–5 Eliminate 50% of enemy units
4–2 Scout and withdraw: end with your units in enemy half
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Example:
You draw Q

→ Boss encounter with extraction objective.
Your army must defeat or evade the boss, then reach an evac zone.
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3. ENEMY ESCALATION SYSTEM
Enemy difficulty increases automatically across the campaign using the cards.
Before Mission 1:
Start at Threat Level 1.
After each mission, draw a Post-Mission Card.
Values increase the Threat Level.
SUIT EFFECTS
Suit Escalation Effect
Hearts

Enemy reinforcements arrive next mission (1 extra card draw for enemies)
Diamonds

Enemy gains wargear/defences (add +1 save or -1 AP on one enemy unit)
Clubs

More aggression (AI behaviour becomes “charge-first”)
Spades

Threat Level +1 immediately
CARD VALUE = INTENSITY
A: +2 Threat Levels
Face cards: +1 Threat Level
10–7: No change
6–2: Campaign reprieve: -1 Threat Level
Threat Level affects:
number of enemy cards drawn
enemy unit buffs
incoming hazards
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4. CAMPAIGN REWARDS (Post-Mission Card — same draw!)
SUIT REWARDS (for your army)
Suit Reward
Hearts

Recover D3 wounds on a character / remove an injury
Diamonds

Gain relic fragment → collect 3 for a powerful campaign artifact
Clubs

Gain 1 upgrade: once per mission you get +1 to a hit/wound/save roll
Spades

Gain a “tactical edge”: re-draw 1 setup card next mission
(You gain the suit reward even if the value caused escalation.)
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5. PERMANENT ARMY UPGRADES
Whenever you defeat a Face Card enemy (J/Q/K), draw a bonus card:
If the bonus card is:
Red (


) → Permanent +1 Ld to one unit
Black (


) → Permanent +1 Attack to one unit
Aces → Gain a campaign relic piece
Collect 3 relic pieces to unlock a powerful bonus:
one free stratagem use per turn,
or a once-per-campaign mega ability (smite the boss, full reroll aura, etc.).
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6. CAMPAIGN MAP (Optional but fun)
Lay out 7 cards in a line, face-down.
Each card represents a region/mission.
You flip one card at a time as you progress.
Suit determines environmental theme:

= jungles / nests / biomass

= factories / refineries

= ruins / shadow zones

= fortresses / boss lairs
Value determines severity:
A = epic mission
Face card = hard
10–7 = medium
6–2 = light
The combination determines:
Mission difficulty
Special terrain focus
Enemy selection bias
Deployment quirks
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7. FINAL BOSS MISSION
Triggered when:
You reach the last map card or
Threat Level reaches 6+
Draw 1 final Boss Card:
SUIT = BOSS TYPE
Suit Boss
Hearts

Massive swarm or brood mother
Diamonds

Elite commander with bodyguards
Clubs

Super-heavy monster/vehicle
Spades

Psyker overlord, Daemon, or tyrant
VALUE = ADDITIONAL CHALLENGE
A: Boss has a second form
Face card: Boss gains a unique aura ability
10–7: Environmental hazard active
6–2: Summons reinforcements mid-battle
Randomize boss location by drawing another card for the battlefield region.
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8. PUTTING IT ALL TOGETHER (EXAMPLE MINI-CAMPAIGN)
Mission 1 – Campaign Event: 7

Resource capture in an industrial zone.
You need to secure 2 points.
Post-mission card: Q

→ +1 Aggression to enemy AI next game.
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Mission 2 – Campaign Event: A

Vital rescue: hold a central objective to save survivors.
Spore mists (-1 BS) due to

suit.
Post-mission card: 3

→ Threat Level rises +1.
Reward: Tactical Edge (spade).
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Mission 3 – Campaign Event: K

Boss encounter! Enemy commander appears with bodyguards.
Post-mission: A

→ TL +2, relic fragment gained.
Your army is now entering high difficulty.
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Mission 4 – Final Boss Triggered
Threat Level reached 6.
Boss card: A

→ Super-heavy monster with a second form.
Epic climax.
Absolutely — here is the full Tyranid-specific Campaign Mode, designed for your Flesh Tearers and Adepta Sororitas (Order of the Sacred Rose), with the Aliens / Space Hulk survival-horror vibe you love.
It uses the exact card system you already have — but the meanings, threats, and escalation are now tailored to Tyranids and a derelict infested starship or overrun colony moon.
Below is a complete campaign module:

Mission generation

Tyranid AI behaviour

Tyranid escalation system

Boss evolutions

Narrative-specific hazards

Themes inspired by Aliens, Space Hulk, and Hive Fleet monstrosities
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THE HOLLOW STAR
Card-Driven Tyranid Solo Campaign
A survival-horror narrative for Flesh Tearers & Sacred Rose Allies
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1. CAMPAIGN EVENT CARD — TYRANID THEMES
Draw 1 card before each mission.
SUITS = MISSION CATEGORY
Suit Mission
Hearts

Biomass Surge — rescue survivors, purge infestation, burn nests
Diamonds

Ship Systems or Colony Infrastructure — secure reactors, restart generators, purge coolant tunnels
Clubs

Stalking Hunt — Tyranids are on the prowl; avoid ambush or purge a hunting pack
Spades

Synapse Threat — Broodlords, Hive Tyrant nodes, or Psyker horrors are active
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CARD VALUE = SPECIFIC OBJECTIVE (TYRANID VERSION)
Value Objective
A Critical Core: Destroy a synapse node or Tyranid growth controlling the ship
K Kill the Brood Alpha: eliminate the strongest Tyranid unit drawn
Q Extraction: escort engineers/Survivors to a safe zone
J Hold the Line: survive D3+2 turns against waves
10–8 Cleanse 3 Infestation Sites on the board
7–5 Eliminate 50% of Tyranid units
4–2 Stealth Sweep: reach 3 zones on the board without losing a unit
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2. TERRAIN SUITS — TYRANID BOARD THEMES
Use your same terrain draw system, but apply these interpretations:
Suit Terrain Theme
Hearts

Creep, bio-slime, egg clusters, digesting pools
Diamonds

Broken reactors, power lines, coolant tanks, generator aisles
Clubs

Dark maintenance tunnels, collapsed ruins, ventilation ducts
Spades

Infested command decks, synapse spires, psychic shrines
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3. ENEMY UNIT GENERATION — TYRANID-SPECIFIC SUITS
Every enemy card is now automatically a Tyranid unit, determined by the suit.
SUITS = TYRANID ROLE
Suit Tyranid Category
Hearts

Swarm organisms (Hormagaunts, Termagants, Rippers, Spore Mines)
Diamonds

Bio-specialists (Warriors, Lictors, Zoanthropes/Venoms, Tyranid Primes)
Clubs

Monsters (Carnifex, Hive Guard, Tyrant Guard, Tyrannofex, Trygon)
Spades

Synapse / Elite Leaders (Broodlord, Neurotyrant, Hive Tyrant)
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VALUES = UNIT SIZE / THREAT
Value Tyranid Threat
A Hive Node / Boss monster
K–Q–J Large elite unit or monster
10–7 Medium unit (10–20 gaunts, 3 Warriors, etc.)
6–2 Small units (5 gaunts, single Lictor, Ripper Swarm)
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4. TYRANID AI BEHAVIOUR (CARD-AWARE)
All Tyranid units follow these simple but deadly rules:
BASE BEHAVIOURS
1. Move toward nearest prey unless synapse within 12″ gives orders.
2. Always charge if possible.
3. If a unit is a Synapse creature, nearby units become more aggressive.
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SUIT-BASED AGGRESSION (for each enemy card drawn)
Suit AI Behaviour
Hearts

Swarm Rush: unit gains +2″ advance, +2″ charge this turn
Diamonds

Hunter’s Precision: unit rerolls 1 hit and 1 wound
Clubs

Crushing Force: +1 AP this turn
Spades

Psychic Surge: unit attempts a Psychic action or Smite
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5. CAMPAIGN ESCALATION — “THE SHIP ADAPTS”
Draw a Post-Mission Card after each battle.
SUITS = HOW THE TYRANIDS MUTATE
Suit Escalation
Hearts

Extra swarm unit next game (draw +1 enemy card)
Diamonds

Armor mutation: select one Tyranid to gain +1 Sv
Clubs

Bio-aggression: Tyranids gain +1 Strength next mission
Spades

Synaptic Evolution: Threat Level +1
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VALUE = MUTATION INTENSITY
A → +2 Threat Levels
J/Q/K → +1 Threat Level
10–7 → No change
6–2 → “Human Advantage” → Threat Level -1
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6. CAMPAIGN REWARDS — IMPERIUM COUNTERMEASURES
From the same Post-Mission Card, you ALSO gain:
Suit Reward
Hearts

Medicae recovery: heal D3 wounds or restore 1 model
Diamonds

Tech salvage: 1 Relic Fragment
Clubs

Tactical Upgrade: +1 reroll per mission
Spades

Strategic Edge: redraw 1 setup card next mission
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7. UNIQUE TYRANID HAZARDS (USE SPECIAL CONDITION CARD)
SUITS = HAZARD TYPE
Suit Hazard
Hearts

Creeping Miasma (−1 BS or movement)
Diamonds

Bio-electric surge (dangerous terrain)
Clubs

Lurking predators (extra Lictor enters on turn 3)
Spades

Synaptic Static (Perils on any doubles, Deep Strike blocked)
VALUES = INTENSITY
A → Severe hazard
Face cards → Strong
10–7 → Moderate
6–2 → Mild
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8. FINAL BOSS — THE HIVE EVOLUTION
Triggered when:
You reach the last map card, or
Threat Level ≥ 6.
Draw 1 Boss Card:
SUITS = BOSS ARCHETYPE
Suit Final Boss
Hearts

The Birthing Maw — massive broodmother producing endless gaunts
Diamonds

Omega Lictor — super-evolved assassin controlling the biomass
Clubs

Alpha Carnifex or Trygon Prime bursting from the depths
Spades

Hive Tyrant Prime / Neurotyrant with psychic dominance
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VALUES = EVOLUTION MUTATION
A → Two-phase boss (second form mutates mid-fight)
Face cards → Boss aura (enemy +1 hit or rerolls nearby)
10–7 → Battlefield hazard active all game
6–2 → Spawned reinforcements mid-battle
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Optionally: ‘Kerrigan-Influenced’ Mini-Boss
(You mentioned wanting a Queen of Blades inspired Tyranid in your campaign)
Draw a Spade Face Card (J/Q/K) anytime after Mission 3 →
The Brood-Sovereign appears:
Hybrid psyker-assassin
Bone blades + synaptic aura
Controls Lictors and Warriors
Gains mutations equal to Threat Level
Below is the Tyranid Solo Campaign Package:

Full intro narrative

Flesh Tearers + Sacred Rose lore setup

Mission generator tables (formatted for fast use)

Full statline + rules for the Kerrigan-inspired Brood-Sovereign

Final boss statlines

Hive Ship Deck Layout using a card-based mapping system

Rewards + progression

Everything in one unified document
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THE HOLLOW STAR
A Complete Solo Campaign Against Tyranids for my Flesh Tearers & Order of the Sacred Rose
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1. CAMPAIGN INTRO NARRATIVE
Prologue — The Silent Moon of Veylara-IX
When the astropathic distress call reached Baal, it was already corrupted by static. Fragments of screams. Vox-chatter dissolving into wet tearing noises. A final whisper:
> “They are inside the walls…”
Chapter Master Dante dispatched a combined response force led by the Flesh Tearers’ strike cruiser Red Hunger. The Sacred Rose, stationed nearby on a pilgrimage escort, intercepted the same signal and joined the response.
What they found was a moon-sized refinery station — orbital rings blackened and silent, drifting in a debris field. Its docking bays were sealed… from the outside.
Your boarding parties step into the dark metal corridors. Half-melted doors. Strange chitinous growths pulsing on the walls. Insectoid clicking echoing through the empty vents.
The Tyranids have infested the station — but not through conventional means.
Something far smarter is controlling the hive.
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2. FORCE SETUP
My Army
500 points Flesh Tearers
500 points Order of the Sacred Rose
Heroic characters recommended for narrative value
Include a Techmarine / Sister Dialogus or Missionary for tech-based missions
Include a Librarian or Chaplain for psychic suppression scenes
Enemy Force
Entirely AI-driven Tyranids:
Swarms
Monsters
Lictors/Hunters
Synapse beasts
A new special tyrant: The Brood-Sovereign
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3. CARD-DRIVEN MISSION GENERATOR
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A. CAMPAIGN EVENT CARD (Mission Type)
SUITS = Threat Theme
Suit Mission Theme

Biomass surge (nests, eggs, rescuing survivors)

Reactor/power/generator core missions

Stalker hunt / ambush / tracking a Lictor

Synapse threat / elite nodes active
VALUES = Objective
Value Objective:
A Destroy synapse node or bio-core
K Kill strongest Tyranid unit
Q Escort survivors / engineers
J Survive D3+2 turns
10–8 Cleanse 3 infestation sites
7–5 Kill 50% of Tyranids
4–2 Stealth sweep: reach 3 zones
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B. TERRAIN SETUP BY SUIT
Suit Terrain Type

Creep, egg clusters, digestion pools

Reactors, coolant towers, power lines

Vents, collapsed tunnels, shadows

Psychic shrines, synapse columns
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C. ENEMY GENERATION BY SUIT
Suit Tyranid Type

Swarms (Gaunts, Rippers, Mines)

Warriors, Zoans, Venomthropes, Lictors

Monsters (Carnifex, Trygon, Hive Guard)

Synapse leaders (Broodlord, Tyrant, Neurotyrant)
VALUES = Threat Size
Value Unit Size
A Boss monster / synapse core
K–Q–J Elite units
10–7 Medium swarm
6–2 Small threat
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4. TYRANID AI BEHAVIOUR
General AI
1. Move toward nearest prey
2. Always charge if possible
3. Swarm creatures focus on closest target
4. Synapse creatures direct nearest two units to attack same target
5. Lictors always attempt to flank and assassinate characters
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Suit-Driven Behaviour Enhancements
Suit Effect

+2 Advance & Charge (swarm frenzy)

Re-roll 1 hit + 1 wound (hunter’s instinct)

+1 AP (crushing pressure)

Psychic surge (Smite or cast neuro-howl)
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5. CAMPAIGN ESCALATION — “THE SHIP ADAPTS”
After each mission, draw a Post-Mission Card.
SUITS = MUTATION EFFECT
Suit Mutation

+1 extra enemy unit next mission

+1 save on one Tyranid unit

Tyranids gain +1 Strength next mission

Threat Level +1
VALUES = INTENSITY
A: +2 TL
Face cards: +1 TL
10–7: No TL change
6–2: TL -1 (reprieve)
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6. REWARDS FOR FLESH TEARERS & SACRED ROSE
Same card gives player rewards:
SUITS = Reward
Suit Reward

Medicae recovery (heal D3)

Relic Fragment

Tactical reroll (1 per mission)

Strategic Edge (redraw 1 setup card next mission)
Get 3 Relic Fragments → unlock a powerful relic:
Relic of the Hollow Star
Once per mission:
Choose a unit → Full re-rolls to Hit and Wound for that phase.
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7. HIVE SHIP DECK LAYOUT (CARD-BASED MAP)
Use 7 cards face-down in a row.
SUITS = ENVIRONMENT
Suit Theme

Egg chambers / hive biomass

Engine decks / coolant caverns

Dark tunnels / maintenance shafts

Command spire / synapse nexus
VALUE = DANGER LEVEL
A = Critical
Face = Hard
10–7 = Medium
6–2 = Easy
Reveal 1 after each mission.
Last card is always the Boss Lair.
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8. MINI-BOSS: THE BROOD–SOVEREIGN
A Kerrigan-inspired Tyranid Psyker Assassin
A horrifying synaptic evolution — a humanoid xenomorph-like apex creature with blade-like limbs, neuro-crown, and rapid movement.
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STATLINE (Based on Broodlord + Zoanthrope hybrid)
M 10"
WS 2+
BS 3+
S 5
T 5
W 7
A 6
Ld 10
Sv 4++ (invulnerable)
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Wargear
Neural Scythe Talons
S+1
AP -3
Damage 2
6s to wound inflict Mortal Wounds in addition
Bone Shard Projectiles (12″ Assault 3)
S5 AP-1 D1
On a 6 to Hit → target takes 1 mortal wound
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Abilities
Synaptic Assassin
At start of each turn, pick 1 Tyranid unit:
It gains +1 to Hit this turn.
Neuro-Veil
-1 to Hit rolls against the Sovereign.
Warp-Terror (Psychic)
Psyker 2 / Deny 1
Powers:
Mind Lance – Smites with +1 Mortal Wound
Shadow Net – Pick a character; halve their movement next turn
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Mutations (Draw 1–3 based on Threat Level)
1. Hardened Exoskeleton – 4+ regular save
2. Toxic Blood – On death, D3 mortal wounds to all within 3"
3. Synaptic Burst – Once/game: All Tyranids in 12″ fight first
4. Void Leap – Can Deep Strike and charge
5. Neuro-Storm – Smite deals D6 on 9+
Appears when you draw a Spade Face card after Mission 3.
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9. FINAL BOSS TABLE
Draw a card to determine your final foe:
SUITS = FINAL BOSS TYPE
Suit Boss

The Birthing Maw — endless swarm factory

Omega Lictor — perfect assassin-beast

Alpha Carnifex / Trygon Prime

Synapse Overlord (Neurotyrant Prime)
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FINAL BOSS: STATLINES & RULES

The Birthing Maw — Titanic Swarm Node
T9 W22 Sv 3+/5++
Every turn: spawn 2D6 Hormagaunts from anywhere on the board.
Immune to morale.
Melee: 8 attacks S8 AP-3 D3.
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Omega Lictor — Perfect Predator
M 12", W8, Sv 4++
Hits on 2+, wounds on 2+ vs Characters.
Reroll all hits/wounds if target is a character.
Always fights first.
Counts as in cover always.
Can redeploy anywhere every turn.
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Alpha Carnifex / Trygon Prime
S10/T8/W14/Sv2+
Monstrous charge: D3 mortals
Two monster profiles:
Carnifex → more AP/attacks
Trygon → tunneling + deep strike swarms
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Synapse Overlord — Neurotyrant Prime
W18 Sv4++
Psyker 3 cast
Each successful cast = 1 mortal wound aura within 6″
Once per game: “Synaptic Eclipse” →
ALL Tyranids gain Fight First + reroll hits.
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10. ENDING THE CAMPAIGN
When the boss dies, the synaptic web collapses and the station begins to fall apart.
Your forces must race to escape through the docking bay.
OPTIONAL: Play one last mission where the board collapses each turn (draw cards to see which tiles melt or explode).
!