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Unused Space Hulk 9th Ed Crusade Campagin

Note: This is 99% finished and was written before the 9th ed AOO books dropped, when they did we elected to go anouther way. Posting it here as a proof of concept that might get picked up again at a later time. It’s raw and unplaytested, if you have any questions or ideas, contact us.

Author’s Introduction

This document is split into two sections, one is the changes to baseline crusade and the actual map based campaign. 

The Crusade changes also feature elements that my gaming group has adopted for our games, feel free to drop, tweak or add to them as you see fit. It is possible to run the campaign with normal crusade OOBs and regular 40k crusade games with a little massaging and tweaks. 

The map campaign is not going to be perfect for everyone or hell, anyone at all! It has been crafted to fit my group’s needs, ie a bunch of people meeting on Saturdays in my shed, with not everyone member being able to meet every week. To get around this, the map campaign is deliberately set up to be semi-asynchronous and to act as a slow grow league for our space hulk forces, starting at roughly 500pts and working its way to 1250pts. 

There is a fair amount of admin to be done with the campaign. We recommend having a physical copy of the map located in the primary place your gaming group meets, coupled with a scoreboard with the tally of people’s Wins, Earned Acquisition Points and resource totals. It can also be a good idea to replicate this digitally so people can view it to plan out their moves. Discord, Slack, Google sheets and docs are invaluable resources for such a thing. At the end of the doc there will be some resources to aid in setting this up for your playing group. 

This campaign is designed to be played using the Arcs of Omen boarding actions ruleset with some changes or the Masters of the Forge’s homebrew Zone Mortalis for 9th Edition ruleset. 

Lore Snapshot: 

During the 10th Black Crusade, a splinter cell of Heretic Astartes ran roughshod over the Crux Stars, taking advantage of Abaddon’s campaign in the galactic north. This force of Black Legionaries took and held the Crux, with the intent of pillaging its resources to fuel further acts of piracy and military campaigning before returning to the Eye of Terra. 

This force was eventually opposed by a reclamation fleet led by Lord Admiral Zinovy Nebogatov in early M39. Nebogatov was a rarity beyond measure among the Imperial autocracy, renowned as being a good and decent man and a stunning political operative. Sadly for him, a life of relative peace patrolling the space between the Crux Stars and the Davionic Imperial Republics left him a run of the mill but inexperienced massed void Fleet Admiral and a truly horrible land campaigner. 

A string of mismanaged battles led to a forced series of horrible decisions on the Imperial side, culminating with a large set piece fleet engagement close to the stella object known as the Gate Of Treason. A prefall Alderai relic, the gate was a large circular object made of impenetrable wraithbone that had baffled Imperial scholars for millennia. What was known was that the gate seemed to amplify the warp around it, which coupled with the Pylons of Ginan and Ugalj Vreća nebula lead to much of the Crux star’s pre-Great Rift warp travel woes. 

The engagement’s size and the rough conditions imposed by the gate rapidly outpaced the skill set of Nebogatov and his men. While they overwhelmed the Chaos fleet with numbers, Nebogatov and his equally inexperienced Captains led the Imperial fleet to disaster. Chaos forces fully exploited the warp amplification of the gates to their advantage, reaping a bloody toll on the Imperial fleet. 

Quickly faced with either death or even worse, surrendering to the Black Legion, Nebogatov elected to ram the Chaos flagship Ira Astra, a Hades Heavy Cruiser with the Jovian Class Battlecrusier Nulli Secundus

Against all odds, the Battlecrusier pinned the Ira Astra around it’s midship, sailing it into the “gate”. The shock of the impact detonating it’s warpdrive and the cascading explosion that followed caused Ira Astra’s own drive to give way. The ensuing blast of warp energy swallowed the doomed pair of ships and the Gate of Treason and decimated the Chaos fleet, leading to their total retreat from the Crux.

While victorious, the Crux Stars Imperial fleet and armies were in tatters, a fact that would leave it ill prepared to be one of the few safe passages between the two halves of the Imperium.

Nebogatov took full responsibility for the disastrous reclamation campaign and he was relieved of command. He became a recluse, his death sentence for failure only being staved off thanks to a near mutiny by the common sailors under his command, whose descendants would go onto support the aging Fleet Admiral until his disappearance in late M41. 

After the events of the Siege of Unending Dawn, Imperial naval elements in the Crux stars detected a massive warp signature approaching. Within a week, it breached realspace, revealing the half-forged Arc of Omen built of the remains of the Ira Astra, consisting of warp poxed mess of itself, the Nulli Secundus, the Wraithbone maze of the Gate of Treason and a puzzling number of smaller vessels. 

It is unknown why the hulk has breached warp space unfinished and out of Abaddon’s control. What is evident is that it has charted a course towards the Crux Stars capital world of Kambera. 

What happens next is up to you. Will you attempt to seize the Arc of Omen for yourself or maybe seek to prevent it from reaching Kambera. Will you investigate the Gate of Treason’s secrets or plunder the pre fall riches within? 

You can find out a hellishly more in-depth and comprehensive background of the Crux Stars below. 

Arc Crusade Rules, 40k Changes

The Crux Stars Space Hulk campaign requires a different force composition and some rule changes to the standard crusade ruleset. 

The main changes are removing players spending Requisition on Increase Supply and a few others. The level of supply and additional use of Relic/Warlord Traits Reqs for your OBB is dictated by the progression of the campaign during the Map campaign. 

The changes to out of action tests (ie, you have to take the battle scar) might be a bit spicy for some. This is not a change we normally use in our crusade campaigns, however the idea of this particular campaign change is coupled with the feeling that you’re stuck dealing with the Arc of Omen with the forces you have, which will gain boons, suffer ongoing injury and peril as you go explore the arc. Again, if it’s an issue, drop that particular rule.

Creating an Arc Order of Battle:

  • The max size of your starting crusade OBB is 25pl instead of the normal 50pl. 
  • OOBs are constrained by PL, games are by points (more on that in the map campaign section)
  • You must use a fresh OBB for this campaign. There are mechanisms to bring in troops from older OOBs or a different method to use an existing OBB in the extras section. 
  • You may not freely remove units from the OBB. To remove a unit, you must use the Reforge and Replace requisition. 
  • During OBB creation, one of your HQ or LOW slots can start with 6xp. This represents the leader of your crusade force.

Requisitions: 

  • You may not use the Increase Supply Supply Limit requisition. 
  • You do not gain a Requisition Point for playing a game. Instead, you gain them during the Resolution Step of the Map campaign. 
  • The Warlord Trait and Relic Requisition can only be used once. Further uses will be via spending Acquisition Points, a resource you will earn during the campaign. 
  • Repair and Recuperate – Add the following:
    • “In addition, this unit misses the next battle.” 
  • Add the following Requisitions:
    • Refresh and Restore – 2RP
  • Replace and reroll that unit’sBattle Honours.
  • 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.
  • Reforge and Replace – 2RP
  • Spend 2RP to remove a unit from your OOB. 
  • Beware there is no way to bring this unit back into your OOB! Use it wisely. 
  • You may then spend the freed up PL as you wish. 

Army Upgrades, New Codexes and OBB maintenance 

  • 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 are 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 are over your supply limit, the campaign GM can give you a grace period of a number of games to be over the supply limit, giving you time to get your roster back into supply limits. 
  • If you wish to do something drastic like swapping a unit for a new option in the codex, ask the campaign organisers.

Out Of Action

  • You may not elect to take a devastating blow. You must take the battlescar. 

Ruleset

This campaign is designed to be played using the Arcs of Omen boarding actions ruleset with some changes or the Masters of the Forge’s homebrew Zone Mortalis for 9th Edition ruleset. 

Optional General 40k rule changes:

  • Psychic powers can be taken and cast multiple times (open play style) but the cast value goes up like smite.
  • Special Characters are allowed, keep in mind they don’t get xp and gain Battle Honours etc. Any relic like weapons 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
  • Nephilim CP changes are in effect.

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.

Insult To Injury

During the campaign, if a warlord fails an Out of Action test after a battle, your opponent can choose to spend 1 Requisition Point in order to add Insult to Injury. If they do, your opponent selects one of the results to the right, which you must note on your Order of Battle. 

Your opponent then gains the listed reward, your WARLORD gains A Score to Settle (see below) and your WARLORD automatically gains the associated Battle Scar instead of applying any other Battle Scar or Devastating Blow. 

Your WARLORD will gain this Battle Scar even if it already has 6 Battle Scars. Furthermore, you will not be able to remove this Battle Scar, via the Repair and Recuperate Requisition or by any other means, until after the associated Recovery Condition has been satisfied. Once the Recovery Condition has been satisfied, you can use such rules to remove the Battle Scar if you wish, without the WARLORD missing their next battle. 

Note that while an Insult to Injury result can only be applied during the campaign, any Crusade battles count towards the Recovery Condition, and A Score to Settle can also be used outside of the Campaign too.

A Crusade force cannot suffer the same Insult to Injury result more than once. If you have already suffered all 3 results, then you must resolve the WARLORD’s failed Out of Action test as normal.

A Score To Settle: 

Each time a unit from your Crusade force gains a Battle Scar as the result of Insult to Injury, if it was destroyed by an enemy unit, make a note on your unit’s Crusade Card of the enemy unit that destroyed it. Your unit has a Vendetta against that enemy unit. 

Until this Vendetta is resolved, each time a melee attack is made by a model in your unit with this Vendetta against that enemy unit, add 1 to that attack’s hit roll and add 1 to that attack’s wound roll. 

If your unit with this Vendetta ever destroys that enemy unit, then it gains 5 experience points (it gains D6+5 experience points instead if it destroyed that unit with a melee attack) and your unit no longer has a Vendetta against that enemy unit. Having A Score to Settle does not affect a unit’s Crusade points.

GRIEVOUS WOUND

The wound simply refuses to heal. Only rest without further injury – or perhaps divine intervention – will allow it to close at last.

Destroyer’s Reward: The unit that destroyed this WARLORD during the battle gains a bonus 5 experience points.

Warlord’s Battle Scar: Subtract 1 from the Strength and Attacks characteristics of models in this unit (to a minimum of 1).

Recovery Condition: Increase this unit’s ‘Battles Survived’ tally by 3 or more.

DISGRACEFUL DEFEAT

Such was the dire nature of your defeat that news of your opponent’s magnificent victory has resounded across the war zone, emboldening the enemy’s resolve.

Destroyer’s Reward: The victor gains D3 additional war zone points for their alliance (pg 48).

Warlord’s Battle Scar: If this unit is included in a Crusade army, roll one D6 each time you gain a Command point as the result of the Battle-forged CP Bonus. On a 1-2, that Command point is lost.

Recovery Condition: Increase your Crusade force’s ‘Battles Won’ tally by 3 or more.

OPPORTUNISTIC RAID

While your forces were leaderless and occupied trying to save your life, the enemy took advantage and raided vital supply lines, which must now be rebuilt.

Destroyer’s Reward: The victor gains D3+1 additional Requisition points.

Warlord’s Battle Scar: While this model is in your Crusade force, roll one D6 each time you gain a Requisition point. On a 1-2, that Requisition point is lost.

Recovery Condition: Purchase the following Requisition:

REBUILD SUPPLY LINES – 2RP

Purchase this Requisition at any time to satisfy Opportunistic Raid’s Recovery Condition.

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.

Map Campaign

Generate the Arc and Landing Sites

The Arc is represented by a 9×6 grid. 

To generate the Hulk, shuffle a standard 52 card + 2 joker playing deck and place each card face down on the grid. Then reveal the turn the outermost layer face up. You should end up with something that looks like this:

Each suit represents a resource. The card’s value is the amount of said resource on it. A Jack is 11, Queen 12, King 13 and Ace 14.

Clubs – Strategic Point: These critical chokepoints, control centres and transport lines are the best way to take over the Arc for yourself.
Diamonds – Valuable Resources: The collection of ships that make up the Arc contain many valuable bits of archeotech, treasure and raw materials.
Spades – Investigation Sites: These are dig sites, caches of information and clues to find out the Arc’s purpose and The Gate Of Traitors’ warp amplification secrets. 

Hearts – Critical Location: Are high-value areas. They act wildcards and be substituted for any of the above resources. When marked by a player, the player placing the marker will declare what resources the card contains for the rest of the campaign, more on that later. 

Joker – Destruction Nexus: These two points are large concentrations of warp energy and faultlines on the arc. Holding these will give you an advantage through the campaign and provide you choice positioning during the final game. 

If you have more than 8 players, you may need to add an additional line of cards during the Generate Arc step. 

  • Do this by shuffling a second 52 card deck, removing the joker cards. 
  • Deal out 1 extra line per each additional player. 

Playing the Campaign 

The map campaign is designed to take place over a roughly three month period, consisting of seven map phases. Each phase takes place over two weeks, giving players two full weekends to get their games in.

Phase 1 is the Landing Phase.

Phases 2 is the Reconnaissance Phases.
Phases 4 to 5 are Expansion Phases.
Phase 6 is the Domination Phase.

Phase 7 is the Endgame Phase

The above phases represent the ebb and flow of the arc exploration, exploitation and eradication that occur due to the build-up of military force on the arc. 

The exception to the above is the Endgame Phase. It is represented by a single multiplayer game that acts as a capstone to the campaign and resolves what happens to the Arc. 

Each Phase is further broken down into the following Steps

After all the players have made their new OOB, the Campaign Starts with the Action Step. 

Action Step

  • The Action Step has players play games of 40k using their Crusade OOBs. 
  • Players start the Action Step “Offensive”. 
  • Players may play as many games as they like with their OOBs.
  • Players may pick a mission via mutual consent or elect to roll a random mission from
    • This changes during the Endgame Phase
      • Instead of playing a number of games, the players should all get together to play the Final Mission, a custom scenario detailed out below. 
  • When playing a game with both players using their Crusade OOB, it is encouraged for both sides to put the most amount of points on the table possible, while staying within 0~75pts of each other. 
  • Units missing the game due to removing battlescars or similar still count as part of the army. Repair and Recoupate your units carefully. 
  • Remember to record who won and lost. 
  • If a player cannot organise a game during 2 weeks of each phase, the GM and the player have the following options:
    • They can score no points, this is the least desirable option. 
    • They can nominate a player that has gone “Defensive” to play games on their behalf, provided that player gives them consent to be nominated by them. 
  • At the end of each game, a player may announce he has gone “Defensive”.
    • Players may elect to use a “House Army” instead of their OOB. 
    • House armies can be…
      • A simple army made to match the other player’s pts. Generate a battletrait and Warlord Trait for the armies Warlord warlord. This army may also take 1 Relic. It is considered to have a CP level of 3. 
      •  or a spare OOB created and maintained similarly to a normal Arc OOB that the players may switch too when defensive.
      • Optional: Preexisting OOBs from other campaigns can be used as a House Army. 
      • While not essential, it can be a good idea to make the House Army a different faction to your main OOB, preferably one that would represent the usual residents of a Space Hulk, IE Genesteelers, Forces of Chaos etc. 

Acquisition Step

After all games have been played, the players tally up their scores, using their two best games while their army was ‘offensive’:


+6pts for a win
+4pts for a draw
+3pts for a loss

After the player’s best two offensive games are scored, apply the following: 

-1pts for Each Game that your Arc OOB has played this phase.
+1pts for playing the most games while defensive.
+1pt for winning a game on behalf of another player. 

Note that the rubric below is written for 8 players. If playing with fewer people, you will need to juggle this a little. 

  • The player with the most points gets 5 Acquisition Points.
  • The player with the 2nd most points gets 4 Acquisition Points.
  • The player with the 3rd and 4th most points gets 3 Acquisition Points.
  • All other players that played at least 1 game get 2 Acquisition Points. 
  • Everyone else gets 1 Acquisition Point. 

After the Landing Phase, add the following:

  • The player(s) with the lowest or equal lowest resources gains 1 additional Acquisition Points. 
  • The player(s) with the highest or equal highest resources loses 1 Acquisition Point.

Note:

  • There is no Acquisition Step during the Endgame Phase, instead, skip to the Resolution Step.

Resolution Step

The Resolution step plays out differently depending on what phase of the campaign you are in. 

The Landing Phase:

  • Starting with the player that scored the highest in the Acquisition Step:
    • That player selects a landing site and spends an Acquisition Point. 
    • Select a landing site by picking one of the turned over cards on the side of the map and placing a marker on the card. This is the player’s Primary Landing Site.
      • This marker could be a coloured pin, sticker or simply sharpie on a card cover. Whatever works.  
      • You cannot pick a Joker card for the Primary Landing Site.
      • You must attempt to leave at least 1 space between your Primary Landing Site and another player. 
    • Then the next highest total and so on, until each player has a landing site and has spent an Acquisition Point. 
    • On a tie breakers in order:
      • Player with the fewest offensive games.
      • Player with the most defensive games.
      • Player with the most battlescars.
      • Youngest player
    • See example below:

  • After all the landing sites have been picked, flip over all cards with an edge touching cards that have a Players marker on them. See the example below:

The players then spend their remaining Acquisition Points. 

  • Starting with the player that scored the lowest in the Acquisition Step:
    • Spends an Acquisition Points on one of the following AP Actions:
      • Claim an undefended Card- 2 AP
      • Taking a defended Card – 4AP
      • Awarding a relic – 1AP
      • Awarding a warlord trait – 1AP
    • After player has spent AP on one of the above actions, the player with the next lowest total and so on, until each player has a landing site and has spent an Acquisition Point. Then start the process again.
      • Continue until all players have spent their AP or elect to not spend their AP.
      • AP cannot be stored.
    • On a tie breakers in order:
      • Player with the fewest offensive games that Phase.
      • Player with the most defensive games that Phase.
      • Player with the most battlescars that Phase.
      • Youngest player
  • After the above is completed:
    • The player’s receive 2 Requisition. 
    • The player’s OBB size increases by 5PL.
    • Players declare what their wildcard resources are. Note these down on the card, this becomes their permanent type. 
    • Total up the amount of each resource the players have.
      • Do this by adding up the value of each resource on the cards the players have Landing Sites and defended markers on. 
    • End the current phase, start the next phase from the Action Step.

Reconnaissance Phases

The players then spend their Acquisition Points. 

  • Starting with the player that scored the lowest amount of combined resources:
    • Spends an Acquisition Points on one of the following AP Actions:
      • Claim an undefended Card- 2AP
      • Taking a defended Card – 4AP
      • Awarding a relic – 1AP
      • Awarding a warlord trait – 1AP
    • After player has spent AP on one of the above actions, the player with the next lowest total and so on, until each player has a landing site and has spent an Acquisition Point. Then start the process again.
      • Continue until all players have spent their AP or elect to not spend their AP.
      • AP cannot be stored.
    • On a tie breakers in order:
      • Player with the fewest offensive games that Phase.
      • Player with the most defensive games that Phase.
      • Player with the most battlescars that Phase.
      • Youngest player
  • After the above is completed:
    • The player’s receive 2 Requisition. 
    • The player’s OBB size increases by 5PL.
    • Players declare what their wildcard resources are. Note these down on the card, this becomes their permanent type. 
    • Total up the amount of each resource the players have.
      • Do this by adding up the value of each resource on the cards the players have Landing Sites and defended markers on. 
    • End the current phase, start the next phase from the Action Step.

Expansion Phases

The players then spend their Acquisition Points. 

  • Starting with the player that scored the lowest in the Acquisition Step:
    • Spends an Acquisition Points on one of the following AP Actions:
      • Claim an undefended Card- 1AP
      • Taking a defended Card – 3AP
      • Protect a defended Card – 1AP
      • Establish Secondary Landing Site – 2/4AP
      • Awarding a relic – 1AP
      • Awarding a warlord trait – 1AP
    • After player has spent AP on one of the above actions, the player with the next lowest total and so on, until each player has a landing site and has spent an Acquisition Point. Then start the process again.
      • Continue until all players have spent their AP or elect to not spend their AP.
      • AP cannot be stored.
    • On a tie breakers in order:
      • Player with the fewest offensive games that Phase.
      • Player with the most defensive games that Phase.
      • Player with the most battlescars that Phase.
      • Youngest player
  • After the above is completed:
    • The player’s receive 2 Requisition. 
    • The player’s OBB size increases by 5PL.
    • Players declare what their wildcard resources are. Note these down on the card, this becomes their permanent type. 
    • Total up the amount of each resource the players have.
      • Do this by adding up the value of each resource on the cards the players have Landing Sites and defended markers on. 
    • End the current phase, start the next phase from the Action Step.

Domination Phase

The players then spend their Acquisition Points. 

  • Starting with the player that scored the lowest in the Acquisition Step:
    • Spends an Acquisition Points on one of the following AP Actions:
      • Claim an undefended Card- 1AP
      • Taking a defended Card – 2AP
      • Protect a defended Card – 2AP
      • Awarding a relic – 1AP
      • Awarding a warlord trait – 1AP
    • After player has spent AP on one of the above actions, the player with the next lowest total and so on, until each player has a landing site and has spent an Acquisition Point. Then start the process again.
      • Continue until all players have spent their AP or elect to not spend their AP.
      • AP cannot be stored.
    • On a tie breakers in order:
      • Player with the fewest offensive games in that Phase.
      • Player with the most defensive games in that Phase.
      • Player with the most battlescars that Phase.
      • Youngest player.
    • After the above is completed:
      • The player’s receive 3 Requisition. 
      • The player’s OBB size increases by 5PL.
      • Players declare what their wildcard resources are. Note these down on the card, this becomes their permanent type. 
      • Total up the amount of each resource the players have.
        • Do this by adding up the value of each resource on the cards the players have Landing Sites and defended markers on. 
      • End the current phase, start the next phase from the Action Step.

Endgame Phase

  • Total up the amount of each resource the players have.
    • Do this by adding up the value of each resource on the cards the players have Landing Sites and defended markers on. 
  • Ask the winning site from the Final Mission what they wish to do with the Arc. 
  • Finish the campaign. 

AP Actions:

  • Claim an Undefended Card
    • Place a marker for the player on that Card, try to make it look slightly different from the Primary Landing Site. 
    • To claim the Card, the player must be able to draw a line back towards their Primary or Secondary Landing Site(s) via the edges of claimed Cards. 
    • That Card becomes a Defended card.
    • Flip any unflipped Cards that share an edge with that card. 
  • Taking a Defended Card
    • You can remove a player’s marker and replace it with one of your own. 
    • To take the Card, the player must be able to draw a line back towards their Primary or Secondary Landing Site(s) via the edges of claimed Cards. 
    • You may not take a player’s Primary Landing Site.
    • It costs 1 extra AP to take a Joker card or Secondary Landing site.
  • Protect a Defended Card 
    • The player may place Protected marker on a Defended Card.
    • The player must be able to draw a line back towards their Primary or Secondary Landing Site(s) via the edges of claimed Cards. 
    • This site may not be taken over by Taking a Defended Card or Establish a Secondary Landing Site AP Action.
    • You cannot protect the Joker Card map spaces.
  • Establish a Secondary Landing Site
    • The lower cost is for claiming an undefended Card, the higher for replacing a marker from a defended Card.
    • You may not replace a player’s Primary Landing Site with this.
    • These may be placed anywhere up to 2 cards in from the map edge. 
    • It costs an additional AP for each Secondary Landing Site after your 1st.
  • Awarding a Relic –
    • Apply the effects of the Relic Requisition. 
  • Awarding a Warlord Trait-
    • Apply the effects of the Warlord Trait Requisition. 

An example map after a few phases of play:

Primary Landing Site
Secondary Landing Site

Defended card

Wildcard resource

Finishing The Campaign

When the campaign wraps, the following should be awarded prizes and narrative benefits: 

  • Winner of the final mission
    • The winner of the final mission may
      • Blow up the Arc
      • Allow it to continue.
      • The player makes this choice after the Strategic Points player declares what they want to do with the Arc. 
  • Highest Resource Totals for:
    • Strategic Points
      • Provided winner of the final mission does not blow up the Arc, this player takes control of it. 
    • Valuable Resources
      • This player’s force makes out of the arc with an insane amount of wealth and resources. 
    • Investigation Sites
      • This player discovers the secrets of the Arc.
    • The most resources combined
      • This player may save a portion of the Arc if the winner of the final mission elects to blow it up….
      • Or elect to destroy a portion of it if the Arc survives.
  • Most games played
  • Most victories
  • Highest AP earnt

The Final Mission

There are two variants of the final mission. 

  • Variant A is played if two different players hold the joker cards.
  • Variant B is played if one player has both joker cards or if only one player has a marker on the joker cards.
  • If no players have markers on the joker cards, the two players with the most Strategic Points are considered to be holding the joker cards and play with Variant A

TBA – to be played on a massive table, Variant A has the joker card holders on opposite ends defending an objective. Variant B has the player holding both cards in the center of the massive table. Whoever holds the objective at the end of the game wins. 

Multiplayer shenanigans to be handled by the Catastrophe mission pack rules. 

Extras:

Existing rosters

There’s no easy way to integrate an existing roster. Things like chaos glory points, the tau 4x game makes it hard.

So the easiest way to do it, is to effectively buy the units into your older rosters at the end of the map campaign, using the following Requisition on your existing roster.

Celebrated Veterans – 5 Req

Fluff text

Increase your rosters supply limit by 25PL/500pts. 

You may now add units from your crusade map OOB to your existing OOB, replacing doubled-up WT and relics as required. Once you add the unit to your existing OOB, remove it permanently from your Arc OOB. Follow all normal rules for supply, etc when adding these units.

If this option doesn’t appeal, then you can effectively do the reverse at the end of the campaign, swapping the existing and Arc OOB rosters around in the above Requisition. 

Veteran Units From Other Rosters

If your group wants to allow a deeper roster set from previous games and campaigns, the following method is used:

Veteran Reinforcement – * Req

Fluff text

Pick a unit from an existing crusade roster and total up the number of crusade points. Add + 1 to this total and spend that many requisition points. You may then add that unit, along with its battle traits and other upgrades. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit. The unit must also swap out any relics and warlord traits that already exist in your OOB.