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Previous Campaigns

The Siege Of Unending Dawn

Current Campaign Status

Phase 6, Week 1:

Current modifiers in play

Palace

Brutal corridor fighting, opening to the occasional large open space.

  • If the defenders lose this phase they lose the campaign. 
  • Insanely dense cityscape.


Momentum and Desperation

  • Attackers:
  • Defenders:
    Increase Munition Supplies – The defenders damn the logistical cogitators’ predictions and draw deep on their reserves.

    At the start of each battle round, the defensive player gains 1 extra CP. This CP does not stop the player from earning additional CP. You can use a CP Reroll twice per game for 0CP in each game. Each player receives +1 Req. Note that this bonus Req can only be applied once. Further uses of Increase Munition Supplies will not trigger this benefit.

    Hail the Fleet –
    The relief fleet arrives 1 phase sooner in the campaign.

Phases: There are 2 to 4 phases remaining

Phase 5 Week 2 Final
Warzone Scores
Chaos – 17 Imperial – 4

With the forces of chaos breaking against the Imperial walls, the warlords of the eight powers paused.

The Rules

Army Creation

  • Starting Crusade Roster will be 50PL but games will be played using Points.
  • Psychic powers can be taken and cast multiple times (open play style) but the cast value goes up like smite.
  • One of your HQ or LOW slots can start with 6xp. This represents the leader of your crusade force.
  • Special Characters are allowed, keep in mind they don’t get xp and gain Battle Honours etc. Any relics and warlord traits still increase your Crusade Points for that battle where appropriate.
  • WYSIWYG Close Enough is Good Enough. Remember to brief your opponent before the game
  • Multiple armies are welcome, feel free to bench a team and try something new.
  • Starting games ideally around 500-750 points.

Army Upgrades

  • All Battle Honors (upgrades) will be rolled where possible. On D6 tables, roll 2d6 and pick what you like, on D3 tables, roll once.
  • If you roll a trait you already have or have the same result on both dice, reroll the affected dice.
  • If you roll a pair of traits that is totally useless, ask the campaign organisers for a reroll.
  • Battle Scars – roll 1 die. If you have an idea that suits you, talk to the campaign organisers.
  • When/if your codex drops, you get a free one off re-spec for your entire army allowing you to use the new stuff from the book in question. You keep your current XP for every unit and reroll all Battle Honors, Battle Scars and Crusade Relics etc.
  • If you wish to do something drastic like swapping a unit for a new option in the codex, ask the campaign organisers.
  • Spend 2RP to re-spec a unit/character’s Battle Honours and they must miss your next game as they are off training/meditating etc. Their XP is also reset back to the beginning of their current rank. ie Blooded Rank is 6-15 XP, Steve is 9XP, respeccing drops Steve back to 6XP.

Errata

Crusade isn’t perfect. Sometimes there will be edge cases not handled by the rules. You can find the ones we have found so far and the fixes applied here.

Underdog Status

For every 5 Crusade points your opponent has over your current points, your units gain an additional xp for taking part in that battle.

Example: Dave plays against Terry. Dave’s Crusade points for the army he is fielding is 4, Terry’s is 24. At the end of the game, each of Terry’s units gains 1+4 XP for taking part.

Giving Your Army Some Narrative

The Crux stars have been deliberately made to accommodate just about any force, Imperial, Chaos, Xenos or otherwise.

Read on to find out more about the sector. Below is a living document that will chronicle the wars waged in this sector of space. If you have lore for your army, let me know and I’ll add it to the site.

Current Season: The Siege of Nipaluna

Kickoff date: August 6th

End Date: See rules

Marshall your forces.

  • 2 major alliances, Defenders and Attackers.
    • Chaos will be attackers, while Imperium defends. 
  • You can use an old crusade roster or a new roster. 
    • Existing rosters may be played but must be at most 4 crusade points more than their opponent’s army for 1 phase of the campaign and 8 points in phase 2.  This represents the lag of more experienced forces rushing back from whatever warzone they were currently deployed in, also to give newer rosters a fighting chance.
PlayerAlliance – Main Army – Faith
JacobImperium – Astra Militarum – Death Korps Of Kreig
AndyImperium – Adeptus Custodes – Shadowkeepers of Darian Caligus
PeteImperium – Adepta Sororitas – Order of Wrathful Sacrament
Jake’s BroImperium – Grey Knights
BobChaos – Death Guard
TylerChaos – Chaos Space Marines – Sons Of Horus, The League Of Imperium Veritas
GavChaos Daemons – Tzeentch – Ushriak the Pyresworn
JakeChaos – Chaos Space Marines – Word Bearers

Onwards to victory

This campaign is a race against time to secure the Hive City before Imperial reinforcements arrive.

  • Each of the alliances will aim to secure the palace by the end of the fleet timer.
    • The attackers will need to drop from their fleet in orbit, then slog through the layers of defenders and take the palace. 
    • The defenders will have to hold out till the timer hits 0 or through some kind of miracle, take out the attacker’s capital ship.
    • Each player will be trying to find their niche in their faction, securing legendary tiles and increased spoils of war! Will you be a champion of your alliance, slaying all in single combat or will you become a master of devastating orbital drops?

Playing a game

  • After playing a game of 40k, Kill team, Necromunda, BFG, AT or AN, use the table below to tally up your warzone points.
  • After 2 weekends of games, the campaign organizer will tally up the results and move the alliance’s desperation tokens as per their wishes and moves the attacker’s progress forward or back. More on that in the Strategy Layer. 
  • The attacker/defender Planet Strike Stratagems, Agendas and Battle Traits from the Containment Mission Pack are active for all games. Chaos players are always considered the attacker while Imperial players are the defender.
  • If a player wins more than 3 games in a row, the next time they play their opponents may trigger one of the following missions, with the opponent choosing attacker/defender: Ambush, Cut Supply Lines, Lying In Wait, The Lure.
  • The current CP changes for chapter approved will be followed.
  • Extra points given by the various warzones or by desperation/momentum, can be spent on units from your Crusade Roster as normal as they effectively increase the size of your force.
    • The one exception of this is for the defender. When they gain additional points to be spent on fortifications. These must be spent in the same manner as the Defender’s Free Fortifications from the Containment Mission Pack, 3. MUSTER ARMIES.
  • Instead of using PL, use the following table for Defender’s Additional Fortifications:
Battle SizeMaximum Points of Defender’s Free Fortifications
Combat Patrol200
Incursion400
Strike Force800
Onslaught1200
  • After each game, apply the following table and figure out your total warzone points for playing the game.
Kill TeamAeronauticaCombat PatrolIncursionStrike ForceOnslaught
Play a game111111
Draw a game111234
Win a game223456
Used Warzone Mission Pack N/A N/A 1122
Fully painted111122

If you are playing a game using the Tempest Of War cards, roll on the following table before the game starts to determine the Crusade Victory Bonus:

D3 Crusade Victor Bonus Table – Tempest Of War Cards
1The victor can select two units from their army to be Marked for Greatness after the battle, instead of just 1.
2The victor of this mission gains 2 Requisition points after this battle, instead of just 1.
3After the battle, the victor can select one unit from their army that has a Crusade card (this must be a unit that can gain Battle Honours) — that unit gains a Battle Trait of your choice (make a note on the unit’s Crusade card and increase its Crusade points accordingly)

A Fair Fight Is A Good Fight

“It’s pretty shithouse to the other team if mid match you pick the soccer ball up with your hands and throw it into the goal. It’s even worse if you argue that it should win you the grand final.”

When wrestling with the combined complexity of crusade, balance dataslates, FAQs, mistakes will and can happen and are in fact a good thing, provided that we learn from them.

If they are found during the game, talk it over with your opponent to figure out a fair result to both players. If you cannot do this, call over Tyler or Bob to get a ruling. It can also be a good idea to post some of the trickier ones to the group chat in discord as they might be catching out other players as well.

Good examples of this are Bob reminding us all about the CP increase for battle honours on PL11+ units being 2 rather than 1. This caught a few of us out and was an easy fix.

The example also highlights why it’s a good idea to skim the crusade rules every now and then. When I read into this fix I found that legendary relics also similarly bump the CP points more than a regular battle honour and had to adjust my roster. Again, the in-game effect was minimal.

If mistakes or lapses in the rules are found after the game, once again talk it over with the person you played. For the most part, it is suggested that it is looked at as a learning experience for both players.

However, if the mistake is particularly bad, there are a number of fixes you could agree to, such as reversing the result of dividing the winner’s bonus between the two of you, if you do this, let the GM’s know asap. Again if no agreement can be reached, forward the details to Bob or Tyler. If a pattern of repeated problems emerges or if the incident looks like a violation rather than a slip, lapse or mistake, warzone points will be awarded to the other side.

An example of a violation would be changing relics mid-game to suit the current conditions or multiple repeated crusade roster errors that directly impacted the games being played.

The Strategic Layer

The Strategic Layer is divided up into a number of areas and generally runs the campaign outside of the games.

The Warzone Points Tracker


Each game scores points, as detailed above. 

  • Every two weeks if the attacking side has more points, they can move the campaign’s current warzone forward once. 
  • The lower-scoring alliance can then move both desperation tokens one space. Note that you can only move the others sides token to the higher level of desperation by rolling a 5+ on a d6.

If one side has 2x the amount of warzone points, the following Overrun condition applies: 

  • If the attackers gain the Overrun condition, they can move the current warzone twice. Note that this cannot bypass the Palace or Invasion Fleet warzone.
  • If the defenders gain the Overrun condition they can move the warzone once.
  • The other alliance can move their desperation token one additional space.

In the event of a draw:

  • The attackers win in the following warzones: The Invasion Fleet, No Mans Land, Outer Wall, Outer Ward.
  • The defenders count as winning in the other warzones barring the Palace.
  • The losing side does not move desperation tokens.
  • The attackers may move their desperation token one step.
  • When fighting in the Palace warzone, a draw will result in the current warzone staying as the palace. Both sides may move their desperation tracker one step.

Phase Tracker

The current phase and warzone. 

The amount of phases the relief force is away from the planet. This is a ticking clock for the attackers. 

At the start of the campaign one player from the attacking alliance will roll a dice:

  • 1~2 – The campaign will last 7 phases
  • 3~4 – The campaign will last 8 phases
  • 5~6 – The campaign will last 9 phases

This result will be sealed in an envelope. The other players will never be 100% sure if the campaign is going to end on phase 7 or 9. The player that knows the correct amount of turns cannot move the desperation token. 

It is possible to adjust this number via The Momentum and Desperation mechanic.

The Warzones

The Warzone map is mostly used for tracking the attacker’s progress in the siege.

There are 7 warzones. The starting warzone for the campaign is No Mans Land. Each warzone affects the type of games recommended and additional effects to be played during that phase.

The Invasion Fleet
The attacker’s home base. Taking the fight here for the defender is risky.

  • ZM/space hulk or insanely dense terrain boards are recommended.
  • The attacker alliance has 15% more points than the defender alliance.
  • The defensive alliance will always be the attacker in this warzone.
  • The attackers need to lose No Mans Land twice in succession to allow the defenders to attack the fleet.
  • If the attackers lose this phase they lose the campaign.

No Mans Land
The landing zone for the attacker fleet, is mostly open and allows manoeuvre warfare and rapid attacks.

  • Planet strike games using the Containment mission pack are heavily suggested for this warzone.
  • The attacker alliance will have 15% more points than the defender and will always be the attacking player.

The Outer Wall
The first major defensive network for the defenders.

  • The defending alliance player has 10% more points which may only be spent on fortifications. This bonus no longer applies once the attackers take the Outer Wall for the first time.
  • The attacking alliance player has 10% more points.

The Outer Ward
Brutal city fighting in the ‘commoner’s area’ and the planet’s major spaceport.

  • Regular games.

The Inner Wall
Bristling with void shields and redoubts, this is the most challenging defensive point on the planet.

  • The defending alliance player has 15% more points which may only be spent on fortifications. This bonus no longer applies once the attackers take the Inner Wall for the first time.
  • The attacking alliance player has 10% more points. This bonus no longer applies once the attackers take the Inner Wall for the first time, from that point on, they have 5% more points during the Inner Wall phase

Inner Ward
Wide streets and major buildings of governance and defender’s long-term stores.

  • Regular games, with heavy terrain coverage.

Palace
Brutal corridor fighting, opening to the occasional large open space.

  • If the defenders lose this phase they lose the campaign. 
  • Insanely dense cityscape.

Momentum and Desperation

Both the attacking and defending alliances gain bonuses depending on how desperate their forces are. 

This is tracked in the chart above. Each alliance has their own desperation token, which they can move around the chart, granting them bonuses to aid them in their games. The bonuses are cumulative.

Both sides start with Even Momentum. Each level of the tree away from Even Momentum is a higher level of desperation.

You may only move vertically, picking one branch at a time. I.E the attacker may not have New Attack Plans and Orbital Dominance at the same time. 

When moving the others side’s token you can freely move to a lower level of desperation. If you wish to move it to a more desperate part of the tree, roll a +5 on a d6. If you succeed and the level branches, the other side picks which branch takes effect. If you fail the roll, you may still move the counter down a level.

Attacking Alliance Bonuses:

Orbital Dominance –
The attacker’s orbital dominance allows them to out-manoeuvre the static defenders. 

  • Each time the attacker alliance plays a game, at the start of the first battle round, they can select up to three units from their army. Remove those units from the battlefield and set them up anywhere on that battlefield that is wholly on their deployment zone.
  • One unit of the attacker’s army can be set up anywhere on the battlefield that is more than 9″ away from the enemy deployment zone and any enemy models.

New Attack Plans –
The attackers change up their tactics, changing their avenues of attack.

  • The attackers may reroll their dice to determine who goes first.
  • Attackers may reroll the mission.
  • You can use a CP Reroll twice per game for 0CP in each game. 

Increase Orbital Defence –
Seeing the defender’s tenacious defence, the attackers call on their allies to spoil the relief fleet.

  • The relief fleet arrives 1 phase later in the campaign.
  • Note that this can only be applied once. 

Level Nipaluna –
Furious, the attackers begin to level the planet in a hideous rage.

  • The attackers gain an additional 4 Firestorm Attacks or if the mission does not have firestorm attacks, they may make 4. Note this will incur narrative consequences….

We Will Bury Them –
The attackers send in *all* of their reserves.

  • The attackers gain 20% more points in their games for one phase.
  • The relief fleet arrives 1 phase sooner in the campaign.  Note that this can cause a sudden death condition. If so, the attackers can ignore the palace/invasion fleet’s Overrun protection.
  • In addition, if the attacker alliance wins a phase in the sudden death condition, they may continue the campaign until they lose a phase, keeping the 20% more points bonus active. In each of these following phases, the attacker will lose 10% of pts each continued phase.  (ie, they win the phase, next is at +10% extra points, then 0%, -10% and so on.
  • Each attacking player gains +2 Req.
  • Note that this bonus can only be applied once.

Defensive Alliance Bonuses:

Increase Munition Supplies –
The defenders damn the logistical cogitators’ predictions and draw deep on their reserves.

  • At the start of each battle round, the defensive player gains 1 extra CP. This CP does not stop the player from earning additional CP.
  • You can use a CP Reroll twice per game for 0CP in each game. 
  • Each player receives +1 Req. Note that this bonus Req can only be applied once. Further uses of Increase Munition Supplies will not trigger this benefit.


Dug-In Zealots –
The valiant defence against the odds whips the populace into a religious fervour. Every street is contested by partisan guerrillas who spend their lives freely to stop the attacker’s advance.  

  • Each time a morale test is taken for the defensive alliance, you can ignore any or all modifiers to that unit’s Leadership characteristic.
  • You can re-roll failed Morale tests taken for Defensive Alliance units.
  • You may use the Insane Bravery stratagem for 1CP three times in each game. 

Hail the Fleet –
The defenders commit an act of true desperation. Sacrificing half their astropaths, they hail every friendly fleet in the sector, beseeching them to save them before it’s too late.

  • The relief fleet arrives 1 phase sooner in the campaign.
  • Note that if this ends the campaign, it instead causes a sudden death condition. If so, the attackers can ignore the palace/invasion fleet’s Overrun protection.
  • Note that this can only be applied once. 

Rats of Nipaluna
Endless bombardment and savage assaults push the defenders into the underground. The attacker’s propaganda belittles them as “rats”. Standing stalwart against the tide, a commander and his troops elect to turn an insult into heroism. 

  • Each time the defender’s alliance plays a game, at the start of the first battle round, they can select up to three units from their army. Remove those units from the battlefield and set them up anywhere on that battlefield that is wholly on their deployment zone.
  • One unit of the defender’s army can be set up anywhere on the battlefield that is more than 9″ away from the enemy deployment zone and any enemy models.
  • The defenders gain one extra MoG per game played.

Desperate Push –
Every man is thrown into the grinder, and blocking parties are stationed behind defending troops. Not one step back will be tolerated.

  • The defenders gain 25% more points in their games.
  • The defender rerolls successful morale checks. Note that Dug In Zealots will cancel this out.
  • When the defender rolls Combat Attrition, roll twice, pick the lowest result and -1 from the dice roll.
  • Units destroyed by failing morale checks or combat attrition must reroll successful Out Of Action tests.
  • This will have narrative consequences.
  • Note that this can only be applied once.

Winning the city

At the end of the campaign, once all results are applied and the relief fleet arrives:

  • If the defenders push the attackers back off their fleet, they win.
  • If the attackers fail to take the palace the defenders win.
  • If the attackers take the palace, they win.

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Heroic Achievements

The war for the Nipaluna and the Hive City of Unending Dawn is epic in scope, with mighty battles fought across countless fronts. Heroic – and infamous – deeds are performed by those blessed with talent, courage and luck. While those mighty deeds might not always be enough to win a battle, they inspire fellow warriors with tales worthy of record.

The list of Heroic Achievements below are active for the duration of the campaign. At the end of each battle, each player can select one Heroic Achievement they completed during that battle.

They then select one of the following rewards:

  • Receive 2 additional war zone points for their alliance.
  • If the campaign is using Crusade forces, a player can receive that Heroic Achievement’s reward

Each Heroic Achievement’s reward can only be received once per player (in subsequent battles, they must select to receive 2 additional war zone points).

At the end of each campaign phase, the alliance that completed the most Heroic Achievements during that phase earns additional war zone points equal to the total number of players in the opposing alliances.

Heroic Achievements and their rewards are as follows:

BITTER STRUGGLE

At the end of the battle, each player adds up the total Power Rating (or, if your game is using a points limit, the points value) of the units from their army that has not been destroyed. This Heroic Achievement is completed if the total for each player’s remaining army is 10% or less of their starting total (they cannot achieve this if all of their units have been destroyed), and the difference in victory points between both players is no more than 10. Note that this Heroic Achievement would be completed by both players.

Reward: After the battle, each player can select up to three units from their army that have not been destroyed to be Marked for Greatness, instead of just one.

MIGHTY DUEL

This Heroic Achievement is completed if an enemy WARLORD is destroyed as a result of a melee attack made by your WARLORD.

Reward: 

  • Your WARLORD gains one Battle Honour.

ASSASSINATION

This Heroic Achievement is completed if an enemy WARLORD is destroyed by your WARLORD (excluding as a result of a melee attack).

Reward: 

  • Your WARLORD gains 4 experience points.

SECURE AT ALL COSTS

This Heroic Achievement is completed if, at the end of the battle, there are a minimum of four objective markers on the battlefield and you control every objective marker on the battlefield.

Reward: 

  • For each objective marker you control, select one unit from your army within range of an objective marker at the end of the battle to gain 1 experience point.
  • You gain 1 Requisition point.

ALL BUT ONE

This Heroic Achievement is completed if, at the end of the battle, a unit from your army with a Starting Strength of 10 or more models has one model remaining, and that model is within your opponent’s deployment zone, within range of an objective marker that is not within your deployment zone, or within Engagement Range of any enemy units.

Reward: 

  • Select one unit in your army that completed this Heroic Achievement.
  • That unit gains a Battle Honour.

FORTUNE FAVOURS THE BRAVE

This Heroic Achievement is completed if an enemy unit is destroyed as a result of an attack made by a model in your army, and that attack’s strength was half or less than the enemy unit’s toughness.

Reward: 

  • Select one model in your army that completed this Heroic Achievement. That model’s unit gains 5 experience points.

PSYCHIC DOMINATION

This Heroic Achievement is completed if two or more enemy units are destroyed as a result of psychic powers manifested by one PSYKER unit from your army.

Reward: 

  • Select one PSYKER unit in your army that completed this Heroic Achievement. That unit gains a Psychic Fortitude.

DEATH BEFORE DEFEAT

This Heroic Achievement is completed if every unit in your army has been destroyed, but you scored more victory points from the mission objectives (other than secondary objectives if you are playing a matched play game) than your opponent.

Reward: 

  • After the battle, select D3 units from your army. Those units automatically pass their Out of Action tests from this battle.
  • Each unit that was part of your army list gains 2 experience points, instead of 1.

REAPER

This Heroic Achievement is completed if four or more enemy units are destroyed during the battle by one unit (excluding TITANIC units) from your army.

Reward: 

  • Select one unit in your army that completed this Heroic Achievement. That unit gains 4 experience points.

BLOODIED BUT UNBROKEN

This Heroic Achievement is completed if, at the end of the battle, a CHARACTER unit from your army with one wound remaining is on the battlefield, and that unit destroyed one or more enemy units during the battle.

Reward: 

  • Select one CHARACTER unit in your army that completed this Heroic Achievement. That unit gains 4 experience points.
  • You can use the Warlord Trait Requisition on that unit for free, even if it has not gained a rank.

TACTICAL MASTERCLASS:

This Heroic Achievement is completed if a player achieves 90 victory points from the mission objectives.

Reward: 

  • After the battle, you can select three units to be marked for greatness, instead of just one.

OVERRUN

At the end of the battle, this Heroic Achievement is completed if every unit from your army (excluding AIRCRAFT units and units with the Fortification Battlefield Role) is within your opponents deployment zone and there are a minimum of four units from your army within your opponents deployment zone (excluding AIRCRAFT units and units with the Fortification Battlefield Role).

Reward: 

  • Every unit from your army within your opponent’s deployment zone gains 1 experience point.
  • You gain 1 Requisition point.

Legendary Titles

After you have played your first battle in a Seige Of Nipaluna, you can select one unit from your Order of Battle (you can only select a unit that can gain Battle Honours). Keep a Seige Of Nipaluna Achievements tally for this unit. Add 1 to this tally if your army completed one or more Heroic Achievements during that battle. Once this unit’s tally reaches 5, it gains the Legend Of Nipaluna keyword and its tally is removed from its Crusade card.

At the end of a Charadon Aflame campaign, for each Legend Of Nipaluna unit in your Crusade Force, you can select one of the Legend Of Nipaluna titles listed below, provided that unit has both the correct Faction keyword and the selected titles Heroic Achievement has been completed by your Crusade force during the campaign. That unit then gains the title’s associated ability, and its Crusade points are increased by 1. A Legend Of Nipaluna title is a Battle Honour, but does not count towards a unit’s limit of six Battle Honours. A Crusade force cannot contain two units with the same Legend Of Nipaluna title.

SERVANT OF DARKNESS
Heroic Achievement: Mighty Duel

The terror, fear and death this warrior has spread in their wake, as well as their devoted service to the dark gods, has been rewarded most handsomely.

CHAOS DAEMON or TRAITORIS ASTARTES unit only. This title cannot be given to a unit that contains any models with a Wounds characteristic of 10 or more.

  • Each time an enemy model shoots, if this unit is not the closest eligible target or within 18″ of that enemy model, then that enemy model cannot target this unit.

THE MORTARION’S CHOSEN
Heroic Achievement: All But One

This Warlord has been blessed by Mortarion himself for playing an instrumental role in the infection of Hive City Nipaluna.

DEATH GUARD unit only.

  • Add 1″ to the range of any Contagion abilities this unit has.
  • At the end of each battle in which this unit was part of your Crusade army, if you won the battle, roll one D6: on a 5+, you gain one Virulence point.

RAVAGER OF HIVE CITY UNENDING DAWN
Heroic Achievement: Reaper

The Hive City Of Unending Dawn has been left in tatters, a wasteland of ruin, horror and bloodshed, due in no small part to the campaign of destruction you have personally spearheaded.

CHAOS unit only.

  • Add 1 to the Attacks characteristic of models in this unit.
  • Once per battle, if this unit is an INFANTRY unit, at the end of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight again.

BATTLEGROUP KALLIDES LIBERATORS
Heroic Achievement: Tactical Masterclass

This warrior was instrumental in the Siege Of Hive City Of Unending Dawn. They have been honoured accordingly by Groupmaster Marran himself.

IMPERIUM unit only.

  • Once per battle, if this model is on the battlefield, when you use either a Battle Tactic or a Strategic Ploy Stratagem, that Stratagem costs 0CP. This cannot be used in conjunction with any other ability that reduces the CP cost of a Stratagem.

JURTEN’S LEGACY
Heroic Achievement: Bloodied but Unbroken

“In life, war. In death, peace. In life, shame. In death, atonement.” -Final litany of the Litany of Sacrifice, recited by Krieg Korpsmen when entering battle.

ASTRA MILITARUM model only.

  • Once per battle round, you can change the result of one hit roll, one wound roll or one saving throw made for this model to a 6 (that roll counts as having been made with an unmodified roll of 6).

UNTAINTED AND UNBOWED
Heroic Achievement: Bitter Struggle

The Grey Knights strike force tasked themselves with dealing with the Word Bearers and Tzeentchian threat. Each of their battles in the siege ratcheted up the desperation, with both sides taking grievous casualties, However, despite these odds, the Grey Knights secured and sanctified the battlefield.

  • Sanctic Astartes unit only. If this model is included in your Crusade force, when you are selecting Agendas you can select one additional Agenda; this must be the Cleanse Ground agenda from Codex: Grey Knights. This can be selected even if you have selected another Grey Knights agenda.

SALVAGER
Heroic Achievement: Secure At All Costs

Amidst the rubble and corpse piles of the siege are buried countless archeotech wonders. This warlord has salvaged an impressive stockpile of such artefacts.

  • At the end of each battle in which this unit was part of your Crusade army, if you won the battle, you can use the Relic Requisition once without spending any extra Requisition points.

AGGRESSIVE LOGISTICS
Heroic Achievement: Overrun

Amateurs study tactics while professionals study logistics. Masters simply take their enemy’s supplies and turn them on their former owners.

  • At the end of each battle in which this unit was part of your Crusade army, if you won the battle, increase your Supply Limit by 1.
  • At the end of each battle in which this unit was part of your Crusade army, roll one D6, adding 2 to the result if you won the battle: on a 6+, you gain 1 Requisition point.

AND THEY SHALL KNOW NO FEAR
Heroic Achievement: Fortune Favours the Brave

Oh God Emperor, Overseer who makes all things right. Whose power none can resist. Grant me the strength to defeat thine enemies. Grant me the will to defeat the beast. From your grace, I shall know no fear.

  • At the end of each battle in which this unit was part of your Crusade army, roll one D6, adding 2 to the result if you won the battle: on a 6+, you can select one additional unit from your army to be Marked for Greatness.

Campaign Progression

Phase 2, Week 1:

Current modifiers in play

The Outer Wall
The first major defensive network for the defenders.

  • The defending alliance player has 10% more points which may only be spent on fortifications using the rules for free fortifications in the Containment Mission Pack. This bonus no longer applies once the attackers take the Outer Wall for the first time.
  • The attacking alliance player has 10% more points.
  • Regular games from any mission pack are recommended.

Momentum and Desperation

  • Attackers:
    Nil
  • Defenders:
    Increase Munition Supplies – The defenders damn the logistical cogitators’ predictions and draw deep on their reserves. At the start of each battle round, the defensive player gains 1 extra CP. This CP does not stop the player from earning additional CP. You can use a CP Reroll twice per game for 0CP in each game. Each player receives +1 Req. Note that this bonus Req can only be applied once. Further uses of Increase Munition Supplies will not trigger this benefit.

Phases: There are 6 to 8 phases remaining

Warzone Scores
Chaos – 0 Imperial – 0

The week started the same as any in the last two months of build-up for most of Hive City Of Unending Dawn’s sprawling population. Kreig guardsmen of the toiled in the field, building row upon row of fortifications and bastions, the Sisters of Battle of Order of Wrathful Sacrament preached hymns of sacrifice and their Emperor ordained mission of repelling the soon-to-be arriving sinful traitors. The Custodes continued to ‘ensure’ that the Kineheart family was very, very well aware of their obligations to the city, it’s people and the Imperium, while the secretive Grey Knights remained stationed on their sensor baffled rapid strike craft, hidden deep in the system’s gas giant.

The forces of Chaos struck without warning and with brutal force. Keen to be seen emulating the heyday of their namesake, the Sons of Horus of Imperium Vertias, led by the Warpsmith Svarog and the ‘newborn’ Captian Adonai stuck hard against the Death Korps of Kreig positions, successfully establishing a landing zone for heavier equipment, despite a valiant rearguard action by Kreiger artillery groups.

To the east, the Word Bearer drop was met by Battle Sisters. Canoness Commander Lucina Asperitus was gifted with a vision of the traitor Astartes drop site and exploited this knowledge to repel them in a battle of brutal close combat on the city outskirts.

With the initial invasion faltering, Svarog led an armoured blitz of newborn Astartes and armour to the Sister’s position. Both sides paid dearly, with inexperienced and overconfident Astartes falling in droves to Sortiatus’s fury. Still, the momentum was with the attackers and carried the day, allowing the forces of Chaos to advance to the first set of walls of the hive city and establish their landing sites.

With the initial opening stages underway, it is only a matter of time before the forces of the Death Guard, foul Tzeentchian daemons enter the fray. This will surely trigger a response in kind from the Imperial defenders, who have reacted to the Chaos advance by unleashing their munition stocks and reserves.

Warzone Scores
Chaos – 6 Imperial – 7

The Imperials retired to the first of the city’s two walls, leaving the forces of chaos to secure their landing sites.

Seeking to press their advantage, Svarog pushed his forces towards the walls secured by the Order of Wrathful Sacrament. Seeking to season the newborn Captain Adonai, he ceded operational command for the next operation. This would prove to be a mistake that Canoness Commander Lucina would brutally exploit.

The veteran warrior understood that pure military might was not the only path to victory. Seeking to galvanise the population, The sisters led the city in a blood-soaked prayer of sacrifice, whipping themselves and the defenders into a righteous fury that stopped the Sons of Horus armoured push cold.

Svarog, a Khornate warrior that started his lifelong dedication to the study of war and fabrication during the siege of Terra, saw the dark and bitter humour in his forces being pushed back by what appeared to be a blood sacrifice in the Emperor’s name. Knowing that momentum would be key and attacking the Battle Sister’s position again would be suicide, he sent out his scouts.

The scouts found a gap in the Imperial line, a malfunctioning gateway that had stuck open during Imperials fallback action from the landing site that couldn’t be closed. Taking command he sent an armoured thrust, breaking through to the city with the objective of disabling the defender’s supply lines. It was at this moment that the Adeptus Custodes chose to enter the fray.

The battle was vicious with the Custodes reaping a tally of nutritious bodies and eventually pushing the forces of chaos back from the wall. However, Svarog achieved his objective, with vindicator siege tanks and raptor cult Astartes wreaking havoc behind the Imperial lines. Despite this, the presence of the Emperor’s guardians gave the Chaos war council pause, with Siege of Terra veterans all too aware of the ability of the Custodians to hold the line and delay.

With the forces of chaos semi-stalled, the next week of fighting would prove to be critical for them to maintain momentum.

Phase 2, Week 2:

Warzone Scores
Chaos – 6 Imperial – 7

Phase 3, Week 1:

Current modifiers in play

The Outer Ward

Brutal city fighting in the ‘commoner’s area’ and the planet’s major spaceport.

  • Normal games


Momentum and Desperation

  • Attackers:
    Nil
  • Defenders:
    Increase Munition Supplies – The defenders damn the logistical cogitators’ predictions and draw deep on their reserves. At the start of each battle round, the defensive player gains 1 extra CP. This CP does not stop the player from earning additional CP. You can use a CP Reroll twice per game for 0CP in each game. Each player receives +1 Req. Note that this bonus Req can only be applied once. Further uses of Increase Munition Supplies will not trigger this benefit.

    Hail the Fleet –
    The relief fleet arrives 1 phase sooner in the campaign.

Phases: There are 4 to 6 phases remaining

Phase 2 Week 2 Final
Warzone Scores
Chaos – 25 Imperial – 17

While the Sons of Horus started their pillaging of the Imperial’s rearguard, the Word Bearers started a hideous demonic ritual to empower their lord, Agrax, Herald of Pestilence. The Grey Knights rode out to stop this or die trying. Hordes of Possessed and Santic Astartes clashed outside the city walls, with the Word Bearers narrowly achieving their foul goals.

Further afield the Sons of Horus ran rampant behind Imperial lines, clashing with the Death Korps of Kreig. A fire brigade of Kreig armour narrowly missed out on stopping the armoured push. It would take a force Adepta Sororitas to once again push the heretic Astartes back.

Further afield, juiced with powers of their ritual, the Word Bearers finally overpowered the Sisters and guardsmen held wall, earning Agrax divine ascension to Deamon Prince.

With the wall properly breached, the fighting has now moved to the outer ward and commoner areas. The Kineheart family has panicked and ordered astropaths at gunpoint to not only hail all Imperial support in the area but to also draw on less than above-board resources and contacts. This act of desperation brings the relief fleet ever closer but at a high cost.

Phase 4, Week 1:

Current modifiers in play

The Inner Wall
Bristling with void shields and redoubts, this is the most challenging defensive point on the planet.

  • The defending alliance player has 15% more points which may only be spent on fortifications. This bonus no longer applies once the attackers take the Inner Wall for the first time.
  • The attacking alliance player has 10% more points. This bonus no longer applies once the attackers take the Inner Wall for the first time, from that point on, they have 5% more points during the Inner Wall phase


Momentum and Desperation

  • Attackers:
    Nil
  • Defenders:
    Increase Munition Supplies – The defenders damn the logistical cogitators’ predictions and draw deep on their reserves. At the start of each battle round, the defensive player gains 1 extra CP. This CP does not stop the player from earning additional CP. You can use a CP Reroll twice per game for 0CP in each game. Each player receives +1 Req. Note that this bonus Req can only be applied once. Further uses of Increase Munition Supplies will not trigger this benefit.

    Hail the Fleet –
    The relief fleet arrives 1 phase sooner in the campaign.
  • Rats of Nipaluna –
    • Each time the defender’s alliance plays a game, at the start of the first battle round, they can select up to three units from their army. Remove those units from the battlefield and set them up anywhere on that battlefield that is wholly on their deployment zone.
    • One unit of the defender’s army can be set up anywhere on the battlefield that is more than 9″ away from the enemy deployment zone and any enemy models. – The defenders gain one extra MoG per game played.

Phases: There are 3 to 5 phases remaining

Phase 3 Week 2 Final
Warzone Scores
Chaos – 21 Imperial – 13

Lore – The Ascension Of Kagor, Spreader of Plagues, Chosen of the Great Garden

He begins to chant, ancient and forgotten languages spilling forth from putrified lungs. Blood and ichor drips from his mouth as he gasps out reverent chants. Centuries of work has led him to this moment, this blessed transformation to truly join with the gods.

As the sun kisses the horizon, the change begins. Kagor lets out a roar of agony and bliss, his flesh begins to bulge and flex, tearing, mending and tearing anew. The cool, hazy air echoes with the sounds of his bones breaking, and he falls to his knees, gurgling out the final words through a mouthful of blood and broken teeth. In an explosion of blood and pus, great wings explode from his spine. The cultists circled around him shrivel, their flesh bubbling and melting from their bones, and then ooze towards Kagor, before finally flowing into him.

His body grows rapidly, as if the transformation from human to astartes was condensed into moments instead of months, but on a grander scale. Flesh forms on his wings, his torso swells, bloating to a disgustingly obese frame and splitting his armour. Ruined ceramite falls around him and he continues to grow, the rest of his body growing to match his colossal bulk. As the final words of the ritual leave his mouth, the ruined bodies of dozens of cultists littered around him, the skulls of the custodians crumble to dust.

The Grandfather has blessed Kagor. Slowly, Kagor the Ascended, Spreader of Plagues, Chosen of the Great Garden, stands before his warriors. His mighty wings unfurl, and he raises a grotesque axe of bone and sinew to the sky. He spreads his arms, looks upon his warriors, and lets out an earth shaking roar. “FOR THE RUINOUS POWERS! WE WILL BURN THIS CITY FOR THE GODS!” Sensing something, Kagors head snaps around, and in the far distance, an imperial scout watches. Kagors eyes lock with this pathetic l human, and with a brief flex of his mind, he burns the mans eyes from his skull, letting out a low gurgling chuckle.

“Let the galaxy burn”

The Outer Wall contained most of the slums and working class of the hive city. It was here that the desperate city fight would enter an entirely new stage of depravity for the attackers, desperation for the defenders and ingenuity for both.

With a sicking ritual, powered by the deceased defenders, the ascension of the Word Bearer Kagor tore a hole in reality and the cohesion of the attackers, with the Word Bearer’s seeking to wrestle further claims of resources and dark pacts away from the Sons of Horus. 

The two armies met in a brutal brawl of half daemon, half Astartes and worse. By the skin of his teeth, Warpsmith Svarog saw off Kagor’s challenge.

This moment was seized on by the defenders, with the Death Korps of Kreig rushing their armour forward in an attempt to push the heretic Astartes back. Instead of meeting power armour, they were waylaid by the forces of Ushriak the Pyresworn, who is possibly one of the greater daemons in the Tzeentchian court.

The fighting was fierce and while initially surprised by the daemons, the guardsmen went into a wild rage, tearing them limb from limb, caring not for the insanity of psychic hell that the daemons unleashed in wave after wave of ever-changing power, with literal crystals of psionic power dropping from the bruised heavens.

Yet despite this, the artillery still boomed, the tanks still advanced and the bayonets remained ever fixed. The sorcerous fire increased in intensity and yet the guard still refused to back down. One by one the crystals were destroyed. Ushriak, who may have been howling in simultaneous delight and rage, withdrew from the fight, perhaps to pursue other endeavours. The breakthrough was successful. The hole in the wall beckoned closer.

It fell to Warpsmith Sarvog to close it. Spotting a rampaging Kreig command tank named ‘Mephisto’, he spied a chance to break the offensive. Commanded by the aging legend Ludenkorff, the tank had outrun its escorts and thrown a track. The Sons of Horus raced to claim it and seize the secrets inside it, the Kreig, realising this after Ludendorff’s company comms cut off, also reacted. The simultaneous search and firefight erupted, with the Sons of Horus managing to secure Ludendorff early and ‘escort’ him and the intel contained in the tank back to friendly lines. They did not do this unscathed, the Krieg held and pinned them down, raining indiscriminate fire ontop of Ludenkorff’s position, caring little if they killed the man if the result lead to more dead traitors.

Additionally, a folk hero emerged among the Kreig. Major Gordarian led the assault on Ludenkorff’s position and managed to almost slay the Warpsmith himself, driving off and even killing scores of Astartes troops and stopping the Sons of Horus counterattack from fully exploiting the intel they retrieved. The normally cool-headed, logical and practical Sarvog swore blood revenge, his forge hammer could be ceaselessly heard raining blows on ruined Sons of Horus war machines and Imperial defences alike as reason fully gave way to rage.

The Grey Knights would seize this. Working with the guard they counter-attacked, their leader Grand Master Greymane first drove back the Sons of Horus armoured push with savage effectiveness before turning his terminators onto the Word Bearers. Both fights showed exactly why the Grey Knights are the mailed fist of the Ordo Malleus. The Grand Master strode out, his retinue of Paladins a shining sliver arrow to the heart of the chaos forces, crushing all that opposed them. 

The guard took yet more losses but defended with no less zeal than the post humans amongst them. Every meter the traitors took was savagely defended with Kreig officers and NCOs alike freely calling bombardments onto their positions as they fell, seeking to slay their attackers with artillery fire in their last moments. 

They lured the Sons of Horus into a trap, with leaked intelligence documents from Ludenkorffs tank leading the Astartes to a warehouse complex that held nothing. Despite the horrors unleashed by the Word Bearers they countercharged with bayonets. 

The forces of chaos were taken aback, they still advanced but the second wave of fortifications of the inner wall beckoned, and the Kreig, Custodes, Grey Knights and Sisters of Battle would seek to sell them dearly.

The fate of the city is held in balance. Would the attacker’s momentum break? Would the defenders take back the initiative? 

Only time would tell. 

Phase 5, Week 1:

Current modifiers in play

The Inner Wall
Bristling with void shields and redoubts, this is the most challenging defensive point on the planet.

  • The defending alliance player has 15% more points which may only be spent on fortifications. This bonus no longer applies once the attackers take the Inner Wall for the first time.
  • The attacking alliance player has 10% more points. This bonus no longer applies once the attackers take the Inner Wall for the first time, from that point on, they have 5% more points during the Inner Wall phase


Momentum and Desperation

  • Attackers:
    New Attack Plans –The attackers change up their tactics, changing their avenues of attack.

    The attackers may reroll their dice to determine who goes first. Attackers may reroll the mission. You can use a CP Reroll twice per game for 0CP in each game.
  • Defenders:
    Increase Munition Supplies – The defenders damn the logistical cogitators’ predictions and draw deep on their reserves.

    At the start of each battle round, the defensive player gains 1 extra CP. This CP does not stop the player from earning additional CP. You can use a CP Reroll twice per game for 0CP in each game. Each player receives +1 Req. Note that this bonus Req can only be applied once. Further uses of Increase Munition Supplies will not trigger this benefit.

    Hail the Fleet –
    The relief fleet arrives 1 phase sooner in the campaign.

Phases: There are 2 to 4 phases remaining

Phase 4 Week 2 Final
Warzone Scores
Chaos – 18 Imperial – 30

The fighting over the Inner Wall would form a massive turning point in the siege of Nipaluna.

It began with the Adepta Sororitas repetitively savaging the Sons of Horus assaults on their sector. The Imperial Guard tore down the Crystal Fortresses of Ushriak the Pyresworn with savage and unrelenting tank and artillery fire.

The traitors panicked and committed reserves. Captain Adonai, leader of the freshly ascended ‘newborn’ Sons of Horus tried to appeal to the chaos gods for more power, only to receive the ‘gift’ of spawndom. The Word Bearers struck out at the Sister’s fortified lines, pushing them back and stopping the vengeful Sisters of Battle from routing the Chaos forces from the Inner Walls.

The Sons of Horus attempted to capitalise on the Soroitas’s attention turning to the Word Bearers, sending an armoured thrust to the Death Korp lines. Thanks to the incredible sacrifice of guardsmen and the steely determination of the tankers, the Astartes were held to a bitter stalemate.

Barley resisting being totally pushed back, the Chaos commanders licked their wounds and planned new avenues of attack, while the defenders celebrated. They had performed a miracle and stemmed the tidal wave advance. Generals on both sides looked to the stars above the city, knowing that the ticking clock of Battlegroup Kallides arrival drew ever closer….

Rules – Jai System

Current Season: Holy War For The Jai System

The Jai System. Late M41 Post Rift.

Kickoff date: March 19th

End date: 2 weeks after the next season goes up on preorder.

Marshall your forces.

  • 2 major alliances, Chaos and Imperium.
    • Switching sides will pretty much be a no-no unless you can organise a swap with someone on the other side. However, you could swap out your crusade roster for another.
  • Gav’s Eldar will be seeking to ensure the campaign ends in a stalemate, causing a massive amount of death to power the slumbering Ynnead. 
    • To aid this, the Eldar may consider themselves to have both the Imperial Alliance and Chaos Alliance keyword for the duration of the campaign for picking relics, traits etc. During each game, the Eldar will take on the opposite keyword to what they are facing. Ie. Chaos when playing Imperials, Imperials when playing chaos.
  • Jacob’s Necrons will be seeking a strict order of planets, one being Imperium Dominate, Chaos Dominate, and Stalemate.
    • Similarly to Gav’s Eldar , the Necons may consider themselves to have both the Imperial Alliance and Chaos Alliance keyword for the duration of the campaign for picking relics, traits etc. During each game, the Eldar will take on the opposite keyword to what they are facing. Ie. Chaos when playing Imperials, Imperials when playing chaos.
    • This order has been written down and sealed, seen only by Gav’s Eldar, who must prevent this kind of stalemate from happening. Should they succeed the Necrons will pour water on the fires of belief in the system, stilling the warp and thwarting the Eldar’s plan.
  • A new crusade roster or a crusade roster with roughly 2~4ish games is preferred. 
    • Existing rosters with more than 5ish games may be played but must be at most 2 crusade points more than their opponent’s army for 1 phase of the campaign and 4 points in phase 2.  
  • Each roster will need to declare a Faith, name it and build at least 1 Idol on a 40mm base.
5 Idols of heretical cult, The True Imperium, Horus the betrayed saviour of man.
  • 40mm base size is a rough guide. You can go bigger and grander for your primary idol. If you do this keep in mind that it will need to be deployable and have a centre point that we can use to measure 40mm + aura range from.
    • Most missions use 2 idols, with the odd one pushing 4. If you like, you can go crazy and build a bunch of them. That said having 1 nice one and a bunch of 40mm objective markers also works pretty damn well and will net you some bonus warzone points.
    • Each player will have a faith they are pushing to be dominant in their faction and sector as a whole
PlayerAlliance – Main Army – Faith
BobImperium – Army of Faith
AndyImperium – Tau or Templar
JacobChaos – Fallen – ????
TylerChaos – Sons of Horus – The True Imperium (Dark Fervour)
GavEldar – Iyanden

Onwards to victory

There are three things at stake in the Crux system in this campaign. 

  • The fate of the Jai system and its major space lanes that lead from Imperial Nihilus to Sanctus, tracked by Strategic Points. These are changed by the planet’s level at the end of every phase.
  • The dominant faith of the Crux Stars, tracked by your Crusade Roster’s Faith points over all three phases. 
  • The hero/villain of the sector. Tracked by the amount total number of Warzone Points your roster accrues through the campaign across all three phases.

There are 3 warzones in the Jai System. Each planet has 5 levels of Strategic Points (SP) offered to each side. All planets start at the Contested level.

The Jai System Strategic Map
Planet/LevelWellesley XIEden IVŌtautahi
Chaos Held5 Chaos SP5 Chaos SP5 Chaos SP
Chaos Ascendant3 Chaos SP3 Chaos SP3 Chaos SP
Contested1 SP each1 SP each1 SP each
Imperial Ascendant3 Imperium SP3 Imperium SP3 Imperium SP
Imperium Held5 Imperium SP5 Imperium SP5 Imperium SP

Playing a game

  • When playing a game of 40k, Kill Team or Aeronautica Imperialis, both players will nominate a warzone.
    • If you both pick the same warzone, play that one!
    • If players pick different warzones, roll-off to see which warzone is played.
      • If you are playing a non-Eldar faction:
        • If you lost your last roll-off, add +1
        • If you lost your last game, add +1
        • If you won your last kill team game add +1
        • If you lost your last 3 games, add +2
        • At the end of the game, you win the following Warzone Points. Send these to the campaign organiser for tallying. The organiser will track each world’s Warzone points for that phase. 
        • If the game is Chaos vs Chaos or Imperium vs Imperium, you score no warzone points but instead gain double faith points for winning that game.
  • At the end of each fortnight, the campaign organiser will tally up the results.
    • The winning alliance of each planet’s warzone will move that planet’s SP one level up or down. If they have double the score of the other alliance on that planet they may move it two levels instead. 
Kill TeamAeronauticaCombat PatrolIncursionStrike ForceOnslaught
Play a game111111
Draw a game111234
Win a game223456
Wars Of Faith mission packN/A N/A 1111
Used Warzone Abilities N/A N/A 1122
Win Legendary Mission N/A N/A 1122
Fully painted111122
Custom idol N/A N/A 1111

If you are playing a game using the Tempest Of War cards, roll on the following table before the game starts to determine the Crusade Victory Bonus:

D3 Crusade Victor Bonus Table – Tempest Of War Cards
1The victor can select two units from their army to be Marked for Greatness after the battle, instead of just 1.
2The victor of this mission gains 2 Requisition points after this battle, instead of just 1.
3After the battle, the victor can select one unit from their army that has a Crusade card (this must be a unit that can gain Battle Honours) — that unit gains a Battle Trait of your choice (make a note on the unit’s Crusade card and increase its Crusade points accordingly).

Winning the system

The fate of the sector:

At the end of the campaign with all the results applied, the faction with the highest strategic points wins. To find out the type of victory, subtract their strategic points value from the losing team. Unaligned Necrons have a specific arrangement of planets that they need to achieve to cause a ‘death of belief’ in the sector.

Points DifferenceEffectVictory Type
0The sector falls to a stalemate. Billions die in the name of Iyanden’s master plan. Stalemate, Massive Eldar Victory
1~4Victory in name only. Armed resistance runs riot and momentum is lost.Pyrrhic victory, Major Eldar victory
5~8A permanent foothold in the Crux at a high price, some raiding still occursMinor victory, Pyrrhic Eldar victory
9~11Spacelanes secured, all resistance destroyed. Your faith spreads unchecked.Major victory
12Spillover to the entire sector, hegemony over the entire Crux Stars all but assured…..Massive victory
Dominant faith

The crusade roster with the most faith points will become the dominant faith in the Jai system and be set to spill forth across the Crux Stars, altering the fates of billions and changing the course of history.

Warlord Supreme

The player with the most warzone points accrued will be hailed hero (or villain) of the campaign. This warlord of warlords name will ring out into the stars for centuries.

Imperial Alliance Relics

The Light Of Canoness Elma

This symbol of faith, blessed by Saint Elma herself, glows with a bright and holy light. When grasped, its light springs forth, finding the faithless and heretic alike, no matter where they hide.

Imperial Alliance model only. Once per battle, in your command phase, the bearer can use this Relic. If it does, until the start of your next Command phase, it gains the following ability:

The Light of Saint Elma (aura): While an enemy unit is within 9” of this model, each time an attack is made against that enemy unit, it does not receive the benefits of cover against that attack.

Sanctified Gan’da’mu Targeting Array

Despite months of campaigning, the Gan’da’mu are reluctant to understand the ‘miracles’ taking place in the Jai system, causing friction with local PDF forces. This stalemate was broken by a canny water caste member who realised that the Tau could “bless” the targeting arrays of the Imperial forces allied with them, while secretly upgrading the software, sighting mechanisms and refining, balancing the blades of the “faithful”.

These “sanctified” arrays caused havoc in chaos forces in the system. Vehicles and champions alike were gunned down by disturbingly accurate fire or cut down blades balanced to impossible edges. These enhancements and the efforts of the Gan’da’mu forced the Heretic Astartes to draw on the foulest of warp powers to bring some kind of balance to the conflict.

Imperial Alliance model only. In your command phase select one friendly unit within 6” of the bearer. Until the start of your next Command phase, each time that unit is selected to shoot or fight, you can re-roll one hit roll, you can re-roll one wound roll and you can re-roll one damage roll when resolving that unit’s attacks.

Ashes Of Chaplain Stefan’s Phalanx

There is no tougher warrior in the Crux than Chaplain Stefan of the Black Templars, who’s exploits of stamina while attached to Saint Elma’s forces became legendary in the Crux.

Chaplain Stefan’s right foot was blown apart by enemy fire early in the conflict while he single-handedly held back hordes of chaotic warriors, fighting on despite his injury. Each bone of his divine foot was recovered and turned into ash by the faithful that followed Elma’s crusade.

Phalanx by phalanx the ashes were handed out to the worthy, shielding them with Stefan’s immense faith and durability and lashing out with his fury.

Imperial Alliance model only. Once per turn, when a friendly unit within 6” of the bearer passes a Morale test, the bearer can use this Relic. If it does so, the closest enemy unit to the unit that passed the Morale test, if it is within in 9” of that unit, suffers 2D3 mortal wounds.

Chaos Alliance Relics

The Davidian Cross

Awarded by Imperator Davide himself, these crosses are made of melted down warblades of slain foes during the first Ellinikós war. Cross winners are unfathomable horrors that won glory on a scale that even Davide himself couldn’t claim to be his. In order to ensure his political supremacy, Davide therefore awards them a Davidian Cross, therefore smartly sidestepping their own achievements and making them his own.

Despite this trickery, the forces in the Crux quickly figured out that encountering a cross winner is to encounter death itself.

Chaos Alliance Model only. The bearer gains the following ability:

The Davidian Cross (aura): While an enemy unit is within 6” of the bearer:

  • Subtract 2 from the Leadership characteristic of models in that enemy unit.
  • Each time that enemy unit fail a Morale test,the bearer regains 1 lost wound (to a maximum of 3 regained wounds per phase).

Shards Of The Sanakht’s Atherstride Armour

The “Great Immutable but yet ever-changing Sanakht” claims to be the fastest Astartes alive, moving at impossible speed on the battlefield and unleashing the hell of the warp itself to his unsuspecting foes. Over the centuries his armour drowned in his warped time energy as he hunted arcana across the galaxy while casting evermore complex webs of trickery against his foes.

On the battlefield of Wellesley IX, Sanakht was finally caught by the brutish Kaytuk whose mace shattered Sanakht’s armour as the Thousand Son’s won victory over the Sons of Horus.

Shards of Sanakht’s armour were saved, each of them psychically charged with malignant warp energy, it became a mark of honour for each army’s artisans, warp smith’s or dark mechanicum members to enrich armour with the power of the shards, giving the armour’s a measure of Sanakht’s unnatural prescience like speed and hunger for warp charged energy.

Chaos Alliance model only.

  • The bearer has a 4+ invulnerable save.
  • Each time the bearer would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
  • Each time the bearer suffers Perils of the Warp, subtract 1 from the number of mortal wounds suffered. (to a minimum of 1).

The Bloody Shroud Of Valkyrion

During the Jai system war, the Fallen Angel Valkyrion cut a bloody arc across the battlefield, slaying warlords, beasts and champions alike with his Heavenfall blade. With the tide turned against Chaos forces, Valkyrion pledged to Khorne in an effort to gain more power. He would then face the Emperor’s Champion of the crusade on Wellesley IX, defeating him in single combat.

A number of bloodied shrouds claimed to be covered in Valkyrion and the champion’s blood arose in the latter part of the Faith Wars. Each of them protected the bearers against the foul attacks of the enemy, allowing them to close with their opponents and defeat them in bloody, single combat.

Chaos Alliance model only. Once per battle, in your Command phase, the bearer can use this Relic. If it does, until the start of your next Command phase:

  • Each time an attack is made against the bearer, subtract 1 from that attacks’s hit roll and subtract 1 from that attacks’s wound roll.
  • Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

Unaligned Faction Relics

The Spirit Armour of Sivis, The Joy Of Paradise

During the faith wars, the Eldar rediscovered this ancient suit of armour forged during the war of heaven for the heroic Eldar Sivis.

Known as the Joy Of Paradise, Sivis blended immense psychic might with being a warrior beyond comparison. This coupled with his quick wit and blissful demeanour frustrated the necrontyr beyond belief while reaped a bloody toll against them during the darkest days of the war

How Sivis was defeated was a mystery that spawned a thousand myths. Some say he fell against a mighty C’tan, others say he died during the birth of Slannesh or walked away from the depravity of the Drukhari or the overly ridged paths of the Asuryani. There is one common thread to all of these tales, his legend’s last moments have Sivis laughing, taking on death with the same spirit that he lived in life.

Found by his rumoured ancestor an Iyanden spritseer on Eden IV, Sivis’ rediscovered suit of armour remembers his exploits well, enhancing the suit’s new wearer’s abilities so they may live up to his name, greatly aiding Autarch Yranar and Farseer Ashenel’s secret war.

Eldar alliance model only.

  • The bearer has a 4+ invulnerable save.
  • Each time the bearer would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
  • Each time the bearer suffers Perils of the Warp, subtract 1 from the number of mortal wounds suffered. (to a minimum of 1).

Wisdom of the Subordinate Minds

Before he became the flayer king, mighty Oltyx’s five ‘wise’ subminds saved his life on more than one occasion. Now contained in a scarab, they continue to disburse wisdom to those lucky enough to hear it, frequently saving the recipient’s life at the last possible moment.

Necron Alliance model only. Once per battle, in your Command phase, the bearer can use this Relic. If it does, until the start of your next Command phase:

  • Each time an attack is made against the bearer, subtract 1 from that attack’s hit roll and subtract 1 from that attack’s wound roll.
  • Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

Optional Extra: Warzone Abilities

These are a bit unbalanced but are in the book. I cannot stress enough how optional they are. If they prove totally useable they will be tweaked.

Each warzone has a unique Warzone Ability that you can elect to use in your games:

Ōtautahi

Imperial World Class: Eta Tithe Grade: Decuma Extremis Production Grade: I-Tertius Aestimare: D1750

Ōtautahi’s warrior culture harkens back to the Age of Strife, famously resisting The Great Crusade for 3 months until a diplomatic solution was found at the cost of massive amounts of bloodshed on both sides. The hive world supplies workers and prospers off the bounty of Wellesley IX’s mining network.

Imperial Alliance:

Guided by the Ōtautahi warrior cult, your forces reach untold levels of fury and skill.

Once per turn when an Imperial Alliance unit within 6” of an enemy unit is selected to shoot or fight, each time a model in that unit makes an attack, you can re-roll the hit and wound roll. 

Chaos Alliance:

Bloodsoaked plains make for rampant fuel for warp based power, on Ōtautahi  Daemons claw at thin veil of reality seeking to reap mortal souls.

Once per turn, during the Chaos Alliance player’s command phase, that player can select one Imperial Alliance unit that is not within the Imperial Alliance deployment zone. Roll one d6, on a +2 apply the following effects:

  • That unit sufferers 1 mortal wound
  • Until the next Chaos Alliance command phase, that unit has -2 leadership. 

Wellesley XI

Imperial World Class: Delta Tau Tithe Grade: Solutio Particular Production Grade: I-Secundi Aestimare: B1300

The resource-rich mining world of Wellesley XI has been stripped mined and tunnelled for millennia. This greed has left it a planet of massive tectonic instability. Riven with Adamantium, a metal often used in conjunction with plasteel and ceramite to produce items that require incredible tensile strength, such as in the structure of power armour, Terminator Armour or the construction of Imperial Titans.

Tectonic Instability

If you are using this war zone ability, at the end of the Creating the Battlefield step, players should setup two sets of markers and number them 1-6 as shown on the map below. these are known as tectonic locations. Each player has 6 tectonic locations. Imperial players markers are blue, Chaos players red.

At the start of each battle round, the player who is taking the first turn rolls one D6. On a 5+, a tectonic event has been triggered. If a tectonic event is triggered, each player randomly determines one of their tectonic locations by rolling one D6. Once both tectonic locations have been determined, draw a line between those two points on the battlefield. For each unit this line passes over (excluding AIRCRAFT units):

  • That unit suffers D3 mortal wounds.
  • Until the start of the next battle round, halve the Move charactistic of the models in the unit.

Eden IV

Imperial World Class: Gamma Tithe Grade: Nil Production Grade: Nil Aestimare: A2500

The paradise world of Eden IV is one of the jewels in the Crux Star’s crown. A resort world of Imperial nobility and retired generals, it is, for the privileged few, one very few outright ‘nice’ places in the Imperium. Valued beyond measure by local aristocrats expect it to be fought for tooth and nail.

Imperial Alliance:

Desperate to protect the beauty of this world and more importantly, not be sent away from it, Imperial forces fight tooth and nail.

Each time a combat attrition test is taken for an Imperial Alliance unit, add 1 to that test.  

Chaos Alliance:

The forces of chaos seek to despoil this gem of a world and rob the Imperial leadership of their prized retirement world. 

Each time a Chaos Alliance unit makes an attack against a CHARACTER unit, add 1 to that attack’s hit roll. 

Week By Week Progression – Jai System

Round 1

Week 1

Holy War For The Jai System has kicked off, with forces repeatedly clashing on Eden IV and a skirmish on Ōtautahi.

Week 2

Round 2 Start

Week two had the Chaos forces finally take to the field in force, with League Of Imperium Veritas’s advance party, led by brutish Praetor Kaytuk launching a probing attack on Ōtautahi, which was brutally repulsed by the Gan’da’mu Of Bor’kan. Electing to then add to the slaughter on Eden IV, the Chaos Marines were then ravaged by the knights of House Macross. Imperator Davide, thoroughly unimpressed by these results had announced in a “powerful” speech to the entire League that he will personally take the field to rectify his second in command’s mistakes…

Over on Wellesley Xi, the Eldar of Iyanden’s seers received a vision of a still and silenced Jai system, with natural life being exterminated on a horrific scale by a bloodied, sliver reaper. Sending their scouts, the Eldar’s fears were confirmed, the old enemy had returned.

Necrontyr of Death Cult of Ithacus were slaughtering the population in droves. Striking with speed Autarch Yranar, well aware of the lessons learnt during the war in heaven, aggressively stuck out, hoping to break the Necron’s rigid command protocols. Instead, they were greeted by devolved beasts of blood and stolen flesh.

The Eldar paid for their mistake dearly and the Necron’s reaped a bloody toll. Flayed one’s feasted well on the corpses of Iyanden’s finest.

System-wide, the Imperium has fought well, securing their hold across the entire system. Time will tell if Davide’s reinforcements or the long-awaited entry of Fallen Angel Valkyrion’s forces will turn the tide. Or maybe the Eldar or Necron’s mysterious machinations will swing the balance of power…..

Round 2 Week 1

The weekend saw a flurry of activity in the Jai system.

The Fallen Order of the Shrouded Sword, led by Valkyrion “The Twice Scorned’ finally entered the conflict, deploying to the paradise world of Eden IV. Imperial Guard forces on Eden mustered a noble defence, relying on their heavy armour, however, the speed of the Fallen’s bikes and 10,000 years of experience won them the day. Time will tell if Valkyrion’s quest to expose the Lion and the Dark Angels is successful, but this triumphant entry into the Wars of Faith was a good start.

Imperator Davide personally took command of the Sons of Horus forces in the system. While he reaped a savage toll with his demonic chain blade, Sons of Horus forces were repelled by the Tau on Ōtautahi and the Necrons on Wellesley XI and fought the Army of Faith to a standstill on Eden IV.

Elsewhere on Eden Saint Elma’s Army of Faith clashed with the Death Cult of Ithacus. A savage fight erupted with the insane Necrons narrowly defeating the religious zealots. It is unknown at this time why the Necrontyr stuck against the Imperium on Eden, however, coupled with Valkyrion’s success Eden has swung towards Chaos control, the Imperium will need to push back hard here next week to maintain their grip on the system.

Round 2 Week 2 End State

Week 2 of the second round lived up to Week 1’s spicy level of activity.

The blood bath of Eden continued. The insane level of fighting scared the fields, once green to a bloody mess of trenches and muddy craters.

The stalemate broke between Elma’s crusade and Davide’s “true” Imperium with Chaos Space Marines locked in a hideous grinding brawl with Sortiais and fanatical templars. Both sides armed themselves with contempt, giving no quarter. Davide’s Land Raider, “The Chariot of the Gods” proved to be key, successfully battling Saint Elma and the leader of the Black Templars in a brutal slugging match.

The Sons of Horus revelled in their victory, proclaiming that someday Eden IV would be the home to the True Imperium’s first paradise world. Plans were drawn up of a parkland dedicated to the “… humble joy of Horus and his most loved and somehow even more humble son, Davide.”

In light of this Chaos victory and the perverse announcement that followed, the Macrossian Knights redeployed to Eden to shore up Imperial defences. It was in that moment that an unexpected party entered the war.

The Legion Of Dust took the field for the first time in the Crux Stars theatre. Exploding out the eastern warp rift passages Lord Sanakht assaulted an imperial facility on Eden guarded by the redeployed detachment of Imperial Knights.

The Knights responded aggressively, charging across the field to hold key defensive positions. Sanakht himself led the assault, launching a devastating psychic assault in concert with his fellow sorcerers, downing an Armiger with waves of psychic energy. The Scarab Occult, led by Menkaura, met the imperial charge in kind, laying waste to a second armiger with withering fire, and charging headlong into a third, dismantling it with a brutal assault.

The traitor Astartes then hunkered down. While initially caught by surprise Knights attempted to reposition and unleashed their guns into the Thousand Sons terminators, somehow against the odds, walking through the storm of fire Menkaura himself hacked apart a critically wounded armiger, and the remaining scarab occult terminators, despite their losses brought down the final Imperial Knight, a preceptor chassis.

With the Imperial forces in tatters and fleeing the field, the Breaker of Souls led his legion into the facility. What they claimed, and what effect it may have on the future of the Crux Stars, nobody knows, but it can only be assumed that the Thousand Sons Warband achieved their goals.

The Fallen also had their own agenda on Eden, the hunted Astartes fought a valiant stand against the brutal, rampaging firepower of the Tau. Despite their valour, the Tau were victorious, once again showing Imperial citizen’s their might and undoubtedly swaying more of them towards pledging themselves towards the greater good.

The Fallen rapidly retreated from dug in Tau on Eden and instead struck the sector capital of Ōtautahi, seeking to destabilise the system’s capital. The Army of Faith rallied the defenders who were buoyed by initial Imperial success on the planet. Coupled with the fiery zeal of Saint Elma’s preaching, a frothing storm of divine hatred towards any that shed from the Emperor’s light emerged on the planet.

However, the Fallen Angel Valkyrion was ready for this. Taking a massive risk he enshrewed the shadowy tactics of the Fallen and openly struck Elma’s forces. The Fallen fought with speed and courage, carrying the day and scoring a well-deserved victory against the Imperium.

Further afield, fresh off their victory Davdie’s Sons of Horus landed on Wellesley, pronouncing it part of the True Imperium. Taking personal issue with this rather benign statement the Necron Oltyx ordered the Necron cult of destruction, heavily tainted by the gift of Llandugor, to remedy this insult to his personal goals.

With blistering speed and ferocity, the destroyer cult caught the Chaos Marines by total surprise. The Heralds of Borakka tore from the ground on one flank, rending through loyalist marines, whilst Borakka himself took to the field leading two squads of Skorpekhs. Borakka reaped a bloody toll of Davide’s traitor guardsmen before being crushed by Warpsmith Svarog and Davide himself. His corpse was successfully translocated from the field, and it is unknown if he will return.

The Chaos forces, inspired by the example of Davide, countercharged the Necrons and engaged in a vicious melee, however despite bringing down a number of destroyers the surprise of the initial assault was too severe.

Oltyx himself oversaw the final retreat of the League forces, with the Ophydian Heralds of Borakka mercilessly cutting down fleeing Heretic Astartes. The Marshal’s Blades, a Skorpekh unit dedicated to Borakka attempted to avenge their lord and slay Davide. While the Necron’s grievously wounded him, the Imperator used his 10,000 years of experience of “managed retreats” to escape the field with the remnants of his forces.

In a stunning move, Davide elected to award Svarog greatly for his part in “the most sublime patrol and strike against the foul Necrons that was obviously successful and met all of our objectives” with a key bit of recovered archeotech, a powerful refactor field.

It is unknown what purpose the Necrons are pursuing at this time. They appear to strike at different planets in the cluster at random, leaving little but corpses in their wake, at locations that appear to have little strategic value. It remains to be seen what they are attempting to accomplish, however their assault on Wellesly appears to have prevented Davide’s forces from taking a critical an Imperial supply depot. It is unknown whether this is part of a larger Necron plan, or entirely incidental.

It appears that Chaos forces in the Jai system have finally found their feet. Eden IV moved back to a Contested, while Ōtautahi stalemated, remaining Imperial Ascendant. The Imperials did have success on Wellesley XI, moving it to Imperium Held.

Round 3 Start State
Round 3 Week 1

The Imperials hit back hard in week 3.

On Wellesley XI, The Sons of Horus and Fallen were crushed by Necrons.

Eden IV continued to be a blood bath, the Eldar showed their psychic might by slaughtering both Tau and Sons of Horus alike, seeking to keep the stalemate running.

Round 3 Week 1



Round 3 Week 2



Chaos forces where swept away in disarray, losing their merger gains on Eden IV.

On Eden IV, the Army of Faith continued its grinding stalemate against the Neo-Sons of Horus. Meanwhile, chaos forces traded blows with an interfaith war brewing on Ōtautahi. Rumour has it that this disagreement sprang up over the Emperor’s choice of Warmaster, 10,000 years prior….

After the conflict on Ōtautahi, faced with potentially losing the war for good, Sons of Horus and Fallen commanders battled for supremacy. In a disturbing reenactment of the Heresy, the legions clashed, fighting over who would dictate strategy to win the campaign back for their side.

Victorious over the Fallen, Davide elected to pursue a strategy of calling on their reserves and electing to prosecute a ‘tip of the spear campaign’, similar to what won his legion acclaim during the Great Crusade in hope that such tactics will turn the war on its head.

Round 4 start


On Eden, the Sons of Horus successfully pushed the Tau off a strong point, while on Big O, the Fallen took on the firey zealots of the Army of Faith. These victories could be a turning point in the campaign.

However, there was still much infighting in the Chaos ranks. On Wellesley IX, the Sons of Horus clashed with the Thousand Sons. Lord Sanakht’s warp trickery overcame the fury of Davide’s forces, taking a key Imperial supply point of the Ōtautahi 6th Super Heavy Armoured. This victory was dulled by Sanakht’s unstoppable speed meeting the immovable object that is Davide’s bodyguard, Praetor Kaytuk.

Ordos Malleus =][=’s report that their chamber militant’s Prognosticators have had visions of Chaos forces invading Wellesley IX in full force next week, provided that Imperial forces do not repel or redirect them to Eden or Big O.

Davide’s strategy of calling on their reserves and electing to prosecute a ‘tip of the spear campaign’ continues to catch the Imperials off balance. The presence of Ordos Malleus =][= Prognosticators will remove this effect next week. Time will tell if this strategy allows Chaos forces in the crux to push the Imperials back and save their campaign.

Game Effect:

  • Chaos players will receive +1 Requisition point for each game played in R4. This does not apply to Eldar/Necron forces playing for the Chaos faction. Note that you cannot use this rule to gain more than 2 Req for 1 game.
  • Chaos forces that kill the opposing warlord will score +3 warzone points in R4. Note that this applies to Necron and Eldar forces, should they be fighting as the chaos player this round.
Round 4 Week 2

Chaos forces continued to make gains using tip of the spear tactics and surging reinforcements.

Yet despite their forward progress, the servants of the great 4 continued to scrap amongst each other for dominance.

On Eden IV The Thousand Son Sorcerer Sanakht returned to war at the head of the Ashen Host, seeking to lay claim to a sacred relic of the Adeptus Ministorum currently held by the Fallen.

A savage battle rang out as the Thousand Sons drove the Fallen from the field, immediately after they began a foul ritual of desecration. Several spies managed to witness this event and return to their handlers, reporting that one of the Sorcerors bonded with an ancient relic of the Mechanicum, gifted to and blessed by the Adeptus Ministorum.

Shortly after this same sorcerer, swollen in stature and power was sighted aboard a warp touched Fellblade. It is not yet known when the Arcana Astartes will return to the field, but the thought of a warp tainted superheavy taking the fight to the Jai System is enough to still the hearts of even the bravest warriors.

The infighting was not yet over though.

As Imperial Prognosticators predicted, Chaos forces fell on Wellesley XI en mass. Davide’s fresh possessed reinforcements battled the Fallen for the right to desecrate the firmly Imperial held world. After a narrow victory, the Fallen began indoctrinating the planet on the lies of the traitorous Lion El’Jonson and the ‘true events’ of the Heresy while rasing perverse Khornate idols.

This drew the attention of the recently arrived Black Templar crusade of Chaplain Akket, whose Champion swore to slay Valkyrion in single combat.

Astartes met blade to blade in a desperate battle to maintain Imperial supremacy on the planet. The crusade’s Emperor’s Champion and Valkyrion meet in the centre of the battlefield. As they did strange silence fell.

Time stood still. The swordsmen saluted each other and charged.

After a swift back and forth, the Champion struck a blow that would surely slay the Fallen Astartes. Valkyrion, realising his folly called on the foul powers of Khrone to protect him against the killing strike.

At the last moment, the Black Sword turned from his heart, skittering off his breastplate. Seizing the opening Valkyron’s sword bit deep into the Templar. The loyalists quit the field, dragging the wounded Champion back to their lines and The Fallen where once again victorious.

Time will tell if using such powers or operating so brazenly in the open will have an adverse effect on the Fallen Angel and his forces.

Thanks to the intervention of Imperial =][= elements, the Chaos force’s advantages that proved to be critical for their success in the last few weeks of fighting have been naturalised. The stage is set for the endgame for the Jai system….

Round 5 Start
Round 5 Week 1

Fortune favoured chaos this week, with loyalist forces being pushed back heavily.

The Sons of Horus clashed against the Tau in a brutal fight of warp based thuggery against technological supremacy on Eden IV. The Heretical Astartes won the day thanks to Dolos Apate, a foul sorcerer and his band of processed Astartes, whose warp strength broke the tau line in Eden’s capital city.

Also on Eden, the Thousand Sons took to the field against the Chaplain Akket’s Crusade. Once again the power of the warp overcame more traditional methods of war, possibly indicating a dire potent of the Crux’s relative stability compared to the rest of the great rift being upended.

The Eldar and Necron’s competing but similar agendas brought them to Wellesley XI. The Eldar struck out against the Army of Faith, seeking to prolong a stalemate while the Necron’s marched on the Fallen. Both proved to be victorious, leading to a deadlock on the planet.

With Chaos gaining strong results on Eden, Ōtautahi and Wellesley XI should see the bulk of the fighting next week. Time will tell if the Imperium seeks to reinforce their strong position on Wellesley or to win back an advantage on Ōtautahi.

Round 5 Week 2

The fighting this week was brutal, with the Imperium and Chaos forces finding themselves equally matched. Imperial domination of Wellesley XI was nearly broken and chaotic forces finally found their bloody foothold on Eden IV solidifying for the first time.

Seeing a gap in the Imperial lines, the Sons of Horus unleashed their demonic assets en-mass against the Templars of the Akkat crusade. The fighting here has reduced the mining world to a series of battlefields where the world’s dust, raw liquid promethium and split blood have mixed to create a mire of mud and misery.

“They just would not die, even when we struck them down with ruinous blows they would hit us back with furious spite as their life left their bodies, dooming both their killer and themselves to be increased a tomb of mud.” – Unknown Sons of Horus Astartes, Wellesley IX campaign.

Both sides met with religious fervour, clashing in the ruins of Wellesley’s capital, with the templar warmachines Roseus and Cerebrum marching fearlessly towards Davide’s lines, each unleashing devastating volleys of macro plasma fire.

After a protracted fight that led to Astartes on both sides running their ammo dry and beating each other to death in the mud, the Sons of Horus narrowly prevailed with Davide himself reaping an impressive tally on the Templars elite, breaking the loyalist line and allowing the Sons of Horus to win back the momentum of the battle.

Each of the templars extracted had a bloody price. Every single one of the Sons of Dorn’s death was met with furious bursts of vicious spite, dragging down their would-be murderer and inflicting grievous blows. Davide himself would be almost drowned in the mire by the fury of the dying Templar Bladeguard, forcing him to quit the field.

So while narrowly victorious, the Sons of Horus were exhausted by the templar’s grinding defence. Desperate, the traitors called on the Fallen to exploit the gap created and finally wrestle the planet back to a stalemate.

In a normal military campaign, this would have been a rousing success but this was the Crux and therefore fate had other ideas. Racing to catch the retreating Imperials, an eerie crack of green lighting struck the ground, a sole Necron, bedecked in malformed gold levelled his weapon and the sky erupted in a green light, plunging a force of bloodied Necrontyr in the path of the Astartes. The war had not been kind to the already degenerating minds of Ithakas dynasty, with what little remained of their undying legion falling to the flayer virus or the predatory destroyer cults.

The destroyer host struck out aggressively, urged on by Borakka and Oltyx and expecting easy success, the lokhust heavy destroyers maneuvered while raining fire on Valkyrion’s rhino, forcing the Fallen Angel to take to the field on foot.

Anticipating an armoured counterattack, the Vindicator laser destroyer Valkyrion’s Hammer had laid in wait, hiding in the ruins of the city and seeking to cover the main advance. Seeing an unexpected but welcomed target it opened fire, a lance of pure light leapt out of its main gun and reduced the Lokhust heavy destoryers to atoms.

With that, the battle was well and truly joined. The remnants of the destroyers fell upon them exposed Lord of the Fallen, critically wounding Valkyrion before he was evacuated from the field.

The Fallen launched a brave counterattack only to find themselves drowned by a chittering mass of flayed ones that launched a pincer strike on the opposite flank while an endless horde of bloody horrors crawled from a howling dimensional rift to fall upon the unsuspecting heavy support in the rear.

With the battle clearly lost, the Fallen staged a fighting retreat, vowing vengeance against the ravening hordes of the Bone King.

With this stalling of momentum Wellseley’s Imperial defenders found enough time to reinforce their defences, preventing frustrated chaotic forces from exploiting their gains.

The Templar crusade relocated to Eden, seeking to recuperate and then reinforce the Imperial defence of the paradise world they instead found the Thousand Sons of the Legion of Ash waiting for them. Chaplain Akkat and his Black Templars rallied quickly and landed en mass on the planet.

The Thousand Son’s Sanakht, Lord of Duplicity, Blade of Fate, Assassin of Heroes, exploded onto the field with the speed and ferocity he was becoming infamous for among the forces of the Jai System. Launching himself forward in a dazzlingly risky strike, he laid low Akkat himself with a psychic fusillade, before disappearing in a cloud of warp energy.

The battle then pinwheeled on its flanks. On the right the Hands of Tzeentch Terminators, led by the exalted and Menkaura added to their reputation of being one of the most terrifying units currently in the Crux, weathering an almost impossible amount of fire as they reaped a bloody toll on the Astartes.

On the left, Black Templar Redemptors echoed their actions on Wellseley IX. The fighting pair fired volley after volley of devastating plasma fire, leaving naught but the ruined corpses of cultists and Rubrics alike as they strode forward.

Sanakht, heeding the mental call of his warriors, blazed across the battlefield to stop the Emperor’s Champion and his Bladeguard from exploiting the gap created by the dreadnought’s efforts. As they fell, ruined by warp powers, Sanakht began to give a great rousing speech to his army.

The only warning he had was the whirring of weapons spinning up and capacitors charging before the mighty dreadnaughts decimated him with withering fire. While he managed to escape through a warp portal before they could kill him completely, he left further ruins of his armour and yet another grim reminder of why he should never pause in battle.

With the Thousand Sons narrowly clinching victory, Eden IV slid into control of the Chaos powers and as the war entered its endgame, both sides found themselves in a mirrored deadlock.

Time will tell who will finally prevail.

Round 6 Week 0
Endstate

After months of bitter fighting, the war for the Jai system draws to a close.

Eden IV, once a paradise world is awash in rivers of blood and mud. Chaotic forces reap a bloody harvest of Imperial officials and the planet is a hellscape of violence. Each day loudspeakers bombard the populace with The story of Lion’s rise and fall and how the cowardly Logar betrayed the noble Horus. However, even in these trying conditions, Imperial Kill Teams and resistance fighters wage a fairly successful insurgency.

Contrasting this is Wellesley XI, the mining world is now an Imperial Fortress beyond reproach. Fortifications from the Hersey era coupled with pylons unearthed by the machinations of the Necrons make the world untouchable for chaos forces, both physically and spiritually.

On Ōtautahi an uneasy stalemate has developed. Both sides rally around their religious figureheads and prepare for the final battle. When chaotic forces make probing attacks the Eldar of Iyanden spring into action, allowing St Elma and Chaplain Akket preaching to go on uncontested.

Sensing the campaign was lost, the combined chaos fleet of the Sons of Horus, Fallen and Thousand Sons has made a desperate gamble. Should they break the Imperial faith around the sector capital they will force a new status quo and keep the barest of footholds on the system via Eden IV, preventing the Imperium from ultimately securing the sector.

If the Jai system remains unsecured the force of Grey Knights, Adeptus Custodes and Imperial Guard spinning off Indomitus Battlegroup Kalldes to commit to holding the other side of the Y shaped route opened by the pylons of Ginan, the nearby world of Nipaluna and the Hive City Of Unending Dawn.

Should the Imperium prevail, they would be able to use the reinforcements to properly secure the safe warp route that opened during Ginan system conflict. Their next step would be using the Kalldes assets to attack the key world traitorous hive world Monopáti, the Chaos staging point that Imperator Davide used to launch the invasion of the Jai system.

The stage is set and the sector holds its breath and waits…

Current Force Disposition:

Forces of Order:

Saint Elma’s Flame Of Wrath

Army: Army of Faith (Black Templar/Order of the Valorous Heart)
Leaders: Paragon Of Ardeo Reclusiarch Pete & Saint Elma Fudd
Faith: Divine Piety – The Apostles of Her Burning Tears And The Infinite Contained Lake Of His Forgiveness
Faith: 0
Current PL: 70/70

Macrossian Knights

Army : Imperial Knights (House Raven)
Leaders: Knight Commander Huntress
Faith: ??? – ???
Faith: 0
Current PL: 50/50

The Gan’da’mu Of Bor’kan

Army: Tau Empire (Bor’kan)
Leaders: Sho’va Claudess
Faith: Purity of Dedication – Peace though superior firepower and trickery
Faith: ?
Current PL: 53-55

Chaplain Akket’s Crusade

Army: Space Marines (Black Templars)
Leaders: Chaplain Akket
Faith: ???
Faith: ?
Current PL: ?

Imperial Guard Regiments

Army: Astra Militarum
Leaders: ??
Faith:
Faith: ?
Current PL: 50-50

Forces of Chaos

League Of Imperium Veritas

Army: Chaos Space Marines (Sons Of Horus – Black Legion)
Leaders: Imperator Davide, Praetor Kaytuk
Faith: Dark Fervour – The True Imperium, Horus the betrayed saviour of man.
Faith: 0
Current PL: 63/70

Order of the Shrouded Sword

Army: Chaos Space Marines (Fallen Angels)
Leader : Valkyrion – The Twice Scorned
Faith: Purity of Dedication, Expose the Grand Lie of the Unclean
Faith: 0
Current PL: 52/55

The Legion Of Dust

Army: Thousand Sons
Leader : Lord Sanakht
Faith: ??
Faith: 0
Current PL: ??

Unaligned

The Yl’Dritch Storm

Army: Aeldari (Iyanden)
Leaders: Autarch Yranar, Farseer Ashenel, Seer Council Of The Ring
Faith: ??? – ???
Faith: 0
Current PL: ???

Death Cult of Ithacus

Army: Necrons (Ithcaus – Custom Dynasty)
Leader: Oltyx, The Flayer King
Faith: ??? – ???
Faith: 0
Current PL: ??

Dynasty Of Sautekh

Army: Necrons (Sautekh)
Leader: Imotekh The Stormlord
Faith: ??? – ???
Faith: 0
Current PL: ??

The Big Fight For Big O – Jai System

3 Tables in use:

1 12×4 main table
1 6×4 Imperial Fortress table
1 6×3 Chaos space ship table.

All tables use full 6×4, big table is 12×4 Centre table: ONSLAUGHT MISSION – CONFLUENCE OF FAITHS

Imp Arty/chaos ship Table: Each table has 3 Basilisks that fires with the below profile:

Range: 12″ to infinite guess S: 9 AP: -3 use the large blast template.

These fire at the start of the

The side tables are 1500pts a side The main table is 3500pts for each side If you finish up on the side tables, your remaining force come in as strat reserves on the next main table turn. Units that can deep strike or have similar abilities may use them.