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An Imperial Guard Warhammer 40,000 Blog, with the occasional deviation.

Now with added NECRON!!
WARNING! Slight Warzone: Resurrection, after taste.

Monday, 15 February 2016

Prefab Hab Block: Warhammer Scenery on a Budget! (Picture dump)


I've been requested by a couple of people on Facebook to show more pics of the recent additions to my scenery collection at home.  As some of you know, I've got space for a rather large 8 by 4 footer, and it sees a loooot of action.  The scenery on it is getting a bit stale, but not being ultra wealthy, I have to think efficient when it comes to getting scenery.

The below housing (ignore the ruins), was inspired by something I found on Pintrest, a 20mm scale version.  The principle remained the same: Find gift boxes of the same size and appropriate scale to the 28mm game.  Decorate with bits to show it as a building and paint up.  Simple.




























Sunday, 7 February 2016

A Prison For Gods: The March of Bone


So!  After Phase 2 Turn 1, there has finally been a narrative development.  

"I gave you EVERYTHING.  My career, my integrity, my very purpose.  You promised me.  You promised me the technology." 
The words of the Inquisitor echoed for far too long.  The shadowed throne room, illuminated by the burning emerald of the Necron's energy flickered in the half light.
Inquisitor Yvassilli Craven, instigator of the Faustian Schism, the deaths of so many lives was for the first time in his 80 year career: uncertain. He stepped forward and straightened his back.  Realising his next words could cost him his life.  If his anger hadn't already done so. 
Beyond him, as he stood on the bridge of black stone, up steps and looming over him sat the Necron Overlord.  A giant skeleton of bone in gold and crimson.  It sat not on the throne, but beneath it.  The throne of engraved boneworks, which looked suspiciously like real bone, was empty. To the Overlords right, the Cryptek, his voice looked at the human and the Necron uncertainly.  Not a good sign. 
"Forgive my impertenance." He began.  "I simply misunderstand the reasoning behind your actions. Have I failed you?  Have I offended you so much that you feel compelled to act this way?"  
The Necron Overlord simply stared, unblinking with those terrible burning orbs of balefire.  It looked down at its hand idly, clenching it almost as if surprised it was empty.  It looked around for a second, saying something in its own tongue.  The Cryptek approached and muttered something back.  Slowly, the Overlord nodded, looking strangely... sad.  So pitifully sad.  Something lost long ago had come to memory perhaps. 
The Overlord's fist clenched and slammed down shattering the perfect steps. It stood up as one might expect a puppet, unhandsomely and yet with inhuman grace.  It extended a hand and right before the Inquisitors eyes a stave of crackling energy materialised in his grip.   
"YOU HAVE SERVED."  It said, the translation of Its voice to Gothic horrid and without emotion.  "WHILE OTHERS HAVE SQUANDERED OUR OFFER, SOUGHT THEIR OWN ENDS.  YOU HAVE SERVED."   
It took one step down, cracks forming in the stone.  With a deliberate test swing it brought the stave around and gripped it with both hands.

"FOR YOUR SERVICE, I WILL GIFT YOU." 
The gap indicated it was his turn to speak. "What gift, my Lord?"  Craven asked. 
"TIME." It said, moving slowly, surely towards him. Time.  What?  Time for what.
He looked up, taking in the sudden dreadful context.  The Necrons would move, something he had hoped to forstall until he was ready.  But no.  This was too soon.  Time.  Not time.  The Necron Overlord meant he would "gift" the Inquisitor something else:  A head start. 
Turning away from the approaching giant, Craven ran for his life, mind racing with contingency plans and agents he would need. He needed to act, quickly.
The Necrons were coming...

Damn your inevitable betrayal!


Emergency Junct. Astopathic Message.
Burn out rate 97%.
Encrypt level: Ataxia. 

To all agents in the Faustian theatre: Bone March Protocols are now in affect.  Seek out the Sentinels, tell them the information below and the attachments.  Allow this information to be captured.  Not easily.  Enough to ensure its appreciation and sincerity.  Our sponsor has betrayed me.  Us. 

Good luck. The Emperor Protects.

***
"Addendum #23.  The Duat.  A Prison which is mentioned several times in the journals of the Proto-gypters on Holy Terra.  How this information came into their possession is a heretical journey unto itself.  But if accepting this is possible, it indeed sheds light.  Illumination, on the Duat.   
In the time of flesh, the Necrontyr worshipped death in its many forms. Life was cheap it seems.  So the concept of a Prison was terrifying to them.  Imagine, losing what life span you had to boredom and insanity. A living hell.  
This place is imagined to be a separate plane, existing of several layers and separate entrances hidden away in puzzles and constellations. 
At the time of transference, this place held the rebellious, the detractors and the worst:  The political. It is here that the legends revolving the Trazian Dynasty or the House of Bones merge.  The House of Bone, otherwise known as the Trazian Dynasty was their priesthood, their religious sect looked after their pantheon of death gods. It seems that in the time of transference, when the C'tan made their devils bargain, the House was condemned to be the first among those turned into machine.  Against their will.  They were at first made subservient slaves, guardians of those C'tan who they despised as untrue gods.  
Then, as the War in Heaven reached its conclusion, they were used by the 'Silent King' to be instrumental in defeating the C'tan they once served.  Freed from their servitude, they were rewarded for being correct in their distrust in the C'tan by being locked in the Duat, with those C'tan Shards deemed too dangerous for imprisonment by simple means.
If what you say is correct Yvassilli, this Overlord you deal with is non-other than one of this House of Bone these legends speak of. What It wants with the other levels of the Duat terrifies me to the core. If It came from the higher levels, imagine what one may find in the Duat's lower darker places?
 
No good will come from this..."

***

Necron Challenges?

As the challenges last month havn't been a hit, which is completely understandable, and as the campaign is heading into its final phase soon, I wanted to heat things up some.

Especially as people keep asking me: Where are the bloody Necrons!?

Here.  Here they are. :D

Essentially, the Necrons of the Trazian Dynasty will attack the key points where the "Shard Keys" mentioned in the blog entry "here" where.  They will attack the owning player or simply take the territory.  To what end?  Finding the rogue planet's location and opening the Duat.  A Prison.  For Gods.

Once these challenges have been played out and the winners are given the Shard Keys we can proceed with the big Plot A stuff.  The attempts to calculate the location of the mystery world which will appear in Phase 3.

There will be a big game to conclude who holds the most keys at the end of this Turn.  Thinking Apoc.  But we will see.  Either way, stuff just got super serial!

So what happens?


The Mist Walker - Tresium
"Uhsen’Relah, the C’tan known for it’s use of the local weather patterns.  This Shard Key may affect the local moisture levels to dangerous degrees.  Look for any build up of water or odd weather."

Upon Tresium, as the Adeptus Arbites make ready for a siege against the criminals and invaders, they are surprised by an attack from another side.  Upon the fortress which lies atop the planets greatest source of water, the Necrons attack.  With noone in the vicinity to help them, the fortress goes silent and disappears beneath the waves.  Whatever happened and happens still, remains to be discovered.  But the Necrons have taken the entire area, and show no signs of leaving.

  • Necrons Take T7.




The Never Ended - Rust
"Derth’Sanykk, a fearsome C’tan known to for its resilience.  Literally un-killable.  I have been instructed to be on the look out for any obvious extensions of life, or such “miracles” in the Faustian Sector."

Even as Ozzy marshalls his forces to kick the Craftworld kin from his new prize planet, ships from darkest legend scour the skies as phalanxes of Necron troops materialise on his very doorstep.

  • Necrons attack R4! Challenge against Chris' Dark Eldar!


The Frozen Rage - Sordid
"Sezalak, the Frozen Rage, this being delighted on drowning entire worlds into premature ice ages.  Look for out of the ordinary low temperatures."

On the frozen ruins of Sordid's capital city, infested with the bio-organisms of the Tyranids, the Necrons appear without warning, deeming the world eaters unworthy of the courtesies of war.  Only Extermination awaits them.

  • Necrons attack S6! Challenge against Eivinds Tyranids!


The "Twisted Hoof" - Wake
"Little is known about this C’tan, though one mention describes it has bearing “no proof of tongue nor sounds rung.”

In the Valley of Fears the sadistic Dark Eldar thrive, but as their communications fail and the skies bleed, it is obvious a significant force has invaded.  Skeletal figures of bone and blood can be seen on the horizon.

  • Necrons attack WA1!  Challenge against Chris' Dark Eldar (Again!)















Friday, 5 February 2016

A Prison for Gods: End of Phase 2, Turn 1.



End of Phase 2, Turn 1. 




Warrens End

The capital world of the sector continues to go into its death-throws as the weapon of Nolan does its work.  Forests die an unnatural death as every living life form suffers critical radiation poisoning yet cannot decompose.

Thankfully the military forces there are taking measures, though only the insidious Black Scorpions and the Imperial Guard are offering any aid to the civilian populace.  Increased terrorist activity is hampering efforts, and some are questioning where the Astartes are taking those they "rescue." Regardless the drive to evacuate has allowed, whether innocently or not, the pretence to expand further into Warrens southern forests.

The Adeptus Mechanicus forces that appeared alongside the Imperial Guard in Warrens North Western reaches came as a shock to all, catching Ozzy's Dark Eldar by surprise and forcing them back to their hold out on the other side of the planet. What the Mechanicum's intentions are, remains to be seen, but their appearance has shown to be fortuitous.



At the beginning of the Turn, a push from the Black Scoprions into the eastern mountains initially was met by success, taking territory from the Craftworld Eldar.



All the while the Dark Eldar of Ozzy took the opportunity to prey on the retreating Eldar and took land of their own.  However, upon reaching the mountains, the Astartes were hit hard by the lurking Tyranid threat even as evacuations were underway.  Theories have been proposed that it was the Craftworld that was keeping the Tyranids in check, other theories suggest they planned the event like a trap.  Either way, the Tyranids on Warrens End have come down from the Mountains, and show no sign of stopping.

Rust

The world that is forever dying saw an epic return by the Iybraesil Eldar, returning after a series of brutal loses.  Dark Eldar forces were surprised by the sudden return and lost a sector to the advance giving their vengeful Craftworld brethren a foothold on the world.  Will this advance continue?  Or will Ozzy's Dark Eldar be able to push them back from the old Eldar world?

The loss of territory on so many worlds for a gain on one leads many to believe the leadership of the Iybraesil Eldar is running either a campaign of revenge against the Druchii of Ozzy, or they have a secret agenda regarding that world...

Sordid

Magnus'tank battalions took advantage of the Iybraesil's lack of focus on the corrupt world of Sordid and took territory despite heavy loses to their anti material weaponry.

Tresium

The lawless planet was further controlled by the forces of the 501st as its Imperial elements were bolstered by the arrival of returning Adeptus Mechanicum forces sent to secure Nolan.  Rumours have begun that the Mechanicum having linked up with the 501st may seek to retake the Forgeworld from the Black Scorpions before the majority of its hardware is removed.

Nolan

Having pushed the 501st Imperial Guard back towards the poles, the Black Scorpions have dug in, quarantining the area to the west and holding gains made while engineers acquire as much machinery as they can.  The move has born yet more criticism from the Imperial elite, and while complaints may take centuries to be reacted on due to bureaucracy and long distance communications, it is already clear: The Astartes do not care.

Nest

At the beginning of the Turn, Nest saw the Craftworld Eldar losing territory to both the unstoppable advance of the Black Scorpions and the treacherous back stabbing assault from their Dark kin. Pushed off Nest completely, it forced the Eldar to rethink their deployment and heavier weaponry was brought in.

Meanwhile, the Dark Eldars base has so far been ignored by the Astartes despite being close enough, while the Dark kin are happy enough to raid the wastes nearby, terrorising locals and harvesting body parts for some unknown horrors.

Space Hulk

The Gospel of Fear saw the total attention of the Black Scorpions Chapter this Turn, slaughtering and pushing the Imperial Guard of Thomas from its many winding corridors.  Even a sudden appearance of automated Necron defences didn't deter them and that area is now quarantined.  Regardless, the clean up will take some time and the Imperial Guard stood hard, lead to the last by their preachers.

Weapon failures and ammunition quality were a major factor in the losses causing many to wonder if the Black Scorpions used some immoral infiltration methods, purgings have been made through the command structure after the loss in attempt to rule this out.  However, another possibility is the involvement of the Munitorium's supply which goes via the Mechanicum stationed outside the Sector at Altra Teir.  Rumours among the ranks have lead to some quiet distrust towards the regiments Enginseers.  Crack downs have already begun.



To the end of the Turn, the Imperial Guard have been met with allies from an unexpected quarter: Black Scorpions, claiming to be Loyalists to the Imperium and condemning their brethren as heretics.

The sudden attention of the Black Scorpions against the Hulk begs the question to all agents of opposition: What do the Astartes want with it?  Do they know something the rest do not?

Acre

Despite her many natural barriers alongside the reinforced fence-works, The Tyranid's already on the world linked up with the invading Hive Mind, causing a sudden expansion against the Craftword Eldar, seizing the planets core power creating complex.  With the Tyranids showing intense levels of intelligence, it wasn't a total surprise when the layers of ray fences across the continent began switching off, allowing for the Tyranids to run unchecked across Acre's jungles and forests.



This leaves both the Dark Eldar, Eldar and even the Astartes holding out in their last on world pockets of resistance.  Acre as a whole seems to be losing to the Tyranid infestation and though no Hive fleet has been seen yet, a shadow on the warp is emerging, her wildlife is altering and becoming hostile. The planets very climate is changing, heating up and preparing itself for consumption on a global scale.  If not for the current conflict, efforts could be made to end this, but as it stands, Acre is on the brink.

So what's the score so far?

Well, bearing in mind this is only the 1st Turn of Phase 2, and that the big scores come in at the end of the phase, it is as expected.  Objective traits don't count for Turns and despite the extension of the Turn length, not so many games have been played.



The Bringers of Silence, though down a man since Chris' (Ozzy's) defection, the Bringers of Silence have maintained their hold on terrain, even gaining some.  In second place, but only just, are the Bearers of Change, stealing the position although both Eivind and Chris have placed most of their points on Personal gains.  Last but with a varying degree of luck, the Sentinels of Fire have continued their run of luck, but with some late victories, perhaps the tide is changing?


But what of the narrative missions?  What of the quest for the final planet and its riches and glory? Although many clues of secret locations have been given out, due to time constraints and a general lack of interest, they have gone ignored, usually in favour of personal agendas.  William's Eldar have finally gotten their foothold back on Rust, Rottimus' Black Scorpions have been claiming everything from Mechanicum machinery and the Space Hulk for their survivalist empire and even Thomas' Imperial Guard have taken in supposed crusaders and malcontent from the Astartes, including a as of yet unknown Battle Chaplain.

All this boils down to players creating an maintaining their own narrative in game. Which with all the fighting, duels, grudges and epic battles gives each faction a history and each forces more exceptional characters a story.


However....



The Necron sponser is getting impatient...

















Friday, 8 January 2016

Slaanesh Greater Daemon - Project for a friend.


For my fellow Chaos new comer Soundslave, I was tasked with nailing together this bad lady for his birthday. No small task this, but damn what a learning curve.


 As usual with Forge World resin, first you check components, remove flash and wash away any residue with warm soapy water.  Also remembering to rebend stuff back into shape with hot hot water!


I was trying to escape this, knew I couldn't.  Slaanesh don't make them sturdy.  Beginning from the bottom (NO JOKES!), I worked at pinning the legs together using rubber coated paper clip.


Thankfully it required next to no GS work to smooth out.  So far, so good.


The most potentially problematic part, the sword arm.  I found if I removed the rubber sleeve from the paper clip, I could use the bare metal to have a thinner pinning rod to mount the sword to the fist!  Only took me an hour to figure that one out.




 Lower arms went on first, as to avoid the chance that I wouldnt be able to reach it later on.  Bottom up, remember?


All arms attached, pinned and green stuffed to fill any voids within the joints.  It is perfectly fine to dab in the superglue on the GS as you mount the arms as the superglue makes the stuff harden damn quick.  Dirty but effective!



After a couple of attempts to set in those blasted spikes on her leg, I noticed that the flash on the spikes was nearly identical in width and size to my pin vice's drill bit.  So, I drilled some holes...


And mounted every single damn spike except for those on her left breast, which was just silly.


Using crude GS and superglue, I mounted her to the base, using a paint mug to support her as she dried overnight.


Using the trick with the paper clips, I used boiling water to bend the hair before drilling and mounting every single one from the inside out. Took time, but it was worth the effort.


It was at this point I noticed the horn there on the left was lacking some interior bulk.  A bit late, I decided to fill it with more GS and smooth it as it dried.  Pain in the ass, but worked a treat!


Used some old Base Resin decorations to weight the base and add some flavour.  The trick is to make it so the sand reaches level to the resin plate and not make it "look" like the damn thing is sticking out of the ground!




A few layers of sand with superglue to add varying height and badaboom!



Overall, Zarakiel?  This Daemon Princess was a painful joy to make.  Almost felt bad for handing her over, but I'm sure we will meet again on the table.
*Checking rules in Forge World's Imperial Armour 13...

Oh gods I hope not!!! O_O

Now I need one!



So no Chaos Codex for 2016? No holding back then!


So as I have discovered via sources online (Spikey bits, Bols, the usual), the rumour stating that Chaos won't be making an appearance this end of 2017 has been largely confirmed.  Too much in the way it seems, a pushed schedule for the eager Age of Sigmar, tidy up of both Adeptus Mechanicus/Skitarii, Astra Milatarum, Tyranids etc.  Poor poor badies.

Ahh well.  I can bitch about how unfair it all is (#firstworldproblems) or I can sally forth and get stuck in.  Into what you may ask?  Well as ever I start from the wrong end.

Crimson Slaughter.

Yupp.  The attempted "Ultramarines" of the Chaos faction, the Crimson Slaughter came from nowhere to take an unfair amount of attention from the legions with their confusing background and motivations AND colour scheme.  But god help me I like them.  Their aesthetic draws me back to my days playing Space Crusade.  The almost flesh like contours of their armour, the true corruption of the Space Marine, the rage of the unjustly done to.

Attempting to stick to the gorgeous feel of the Dark Vengeance set (Which I got two sets of dammit!), I grabbed some Raptors for the bits.  Those helmets and those shoulder pads are just perfect!!!







As you can see, something about those legs just didn't pay off.  Though dynamic, without further carving up the figure, I was going to have to rethink how I would go about this. Getting my hands on more parts, I decided to rip them appart at the torso and focus on two 10 man Squads, one shooty and the other combatty.  (Technical terms, I'm sure...)






 Obviously the Dark Vengeance Chosen were filtered in in various forms, the best ones being reserved for Aspiring Champion Roles.


I've also received these beauties, Gal Vorbak, to be used as my first Possessed squad.  They've got a bad rap have Possessed, but I hope to do them justice.  I still have some Age of Sigmar Storm Cast I was also intending to brutalise into Possessed, but they will have to wait.

Currently practicing Green Stuff with Vasaline.  Don't laugh, this stuff is amazing!  Forget using water!







Tuesday, 22 December 2015

A Prison for Gods: A Task Realised.


***

The Four keys: -
Intercepted Transmission. 

Decryption Duct: A##31
Decryt Casualties: 67
Grade: Alpha Crimson

It is time to reveal to you the extent of our endeavours here in the Faustian Sector.  Our benefactor, though alien, has allowed me to explain the next phase of the operation.  If successful, this will allow not only Imperial interests in the sector to strengthen, but for those assisting to be smothered with riches and glory.

The goal of the operation is to gain entrance to an ancient place, locked within its own pocket dimension before the Emperor himself walked the dust of Ancient Terra. Among many other things, within this place, this Duat’Deh, are many treasures in the form of technology, riches and knowledge.

To gain access, we need to investigate and locate keys.  Four of them.  These keys are essentially bound C’tan, creatures of terrifying power yet as far from Daemonic as can be.  Though bound, they will be difficult to locate and harder to access thanks to their inbuilt defense matrixes: The C’tan shards themselves.  They literally do not want to be used.

The keys will affect all sentient life in the region around it.  Even going so far as affecting the weather or even reality itself. Look out for rumours of odd behaviour among the locals, events that may point to the location of a key and apply all forces available in its capture. Below is some details regarding the keys, which may help.

We must possess at least half of these Keys to have any chance of breaching entry into the Duat’Deh!

Inquisitor Yvassilli Craven




The Mist Walker
Uhsen’Relah, the C’tan known for it’s use of the local weather patterns.  This Shard Key may affect the local moisture levels to dangerous degrees.  Look for any build up of water or odd weather.

The Never Ended
Derth’Sanykk, a fearsome C’tan known to for its resilience.  Literally un-killable.  I have been instructed to be on the look out for any obvious extensions of life, or such “miracles” in the Faustian Sector.

The Frozen Rage
Sezalak, the Frozen Rage, this being delighted on drowning entire worlds into premature ice ages.  Look for out of the ordinary low temperatures.

The "Twisted Hoof"
Little is known about this C’tan, though one mention describes it has bearing “no proof of tongue nor sounds rung.”

***

In game terms.  Battles on certain tiles will have extra rules to represent the exposure of the nearby Shard Key.  Certain games will reveal to winning players as rewards, the location of some of these Keys.

A Prison for Gods: Evolution of the Conflict.


Despite Christmas taking its toll on the games per week, we've been endevoring to continue.  I've announced that Phase 2's first Turn will extend until the end of January.  I did this as I can see all the players involved eagerly expanding their collections:

Rottimus has nearly finished his entire collection of Black Scorpions, a feat worthy of a whole host of Blog posts, with a little help from William (Wimero).  William recently got hold of some more Dire Avengers as well as 3 Falcon Grav Tanks.  A game changer, potentially.  Meanwhile the Imperial Guard Players, Kaia, Thomas and Magnus have had their sides boosted by the addition of the Mont'Ka extras: The Cadian Detatchment etc.

Also, because of this, the following extras and rules addendums have been added.  Mostly to add more character and story to the campaign, but also (see the boring bit at the end), to clarify some of the older rules regarding the setting up of challenges and games. Hopefully, at the end of this campaign, we will have a tried and tested, AND updated rules set I can hand out and make readily available. 

Crisis Events.  

The following is a list of events of interest within the Faustian conflict.  Any battles commited within these areas may include these "Crisis Missions" however these are special events which contain small or large amounts of house rules.  Fun before Fair etc.  Rewards are available for at least taking part, with the lion share going to the victor.  
"The signal decoded on Warrens End wasn't just coordinates to the planets within the Faustian Sector of relevance to the campaign, but also more. Specific areas, decoded, revealed incidents of special value. Finally revealing more and more, to the reason for the Necrons interest in the system. And relics of glory, amidst the death."- Demitrius Nicodemonus (Executed Traitoris), the folly of Faust.



WA1 - Wake. "A Silent Screamer"
On the ghostly plains of obsidian dirt, a strange signal is being broadcast through the warp. A nothingness that indicates something. A negative presence that belies an intent. Stow the warp energies. All of Wake is silent. But this place, the valley of fears, something is calling out, in a silent scream.

NE12 - Nest. "The Ruins We Build On."
On Nest, Hive Threadweave has broadcast a distress call. The defence auxilia is reporting heavy loses from an unknown enemy emerging from the underhive. Something old stirs in the deep dark places long since forgotten about. People are dying.

T7 - Tresium. "A Poor Place to Run."
As Tresium descends into further disarray as pirates and criminals expand the cold zones, the Adeptus Arbiters have retreated to their stronghold upon the lake. The only water source on Tresium. Despite this predetermined position of power, they have issued an SOS. They are under attack. And not just from the population's worst. The lake is bleeding.

SH1 - Space Hulk "The last ship in."
The Woe, an amalgamation of hulks brought together by their very realness while within the warp, now glides through real space like a man made planet. Within this metal crush of bulk heads and a variety of races space vessels, the coordinates supplied point to a source of great energy. But time is running out, the space hulk is heading towards the Final Yawn, the Faustian Sectors very own Black hole!

A5 - Acre "In the Mists."
Sprouting from the river, a great mist has begun coating the nearby lands in white. Within, the screams of the local Warden guard can be heard. The coordinates lead into it. The mist.

S4 - Sordid. "A Sordid Heart."
Sordid. Abandoned by the civil and condemned by the Imperium, is heading further and further into the warp storm nearby. But with the coordinates supplies on Warrens End, we have learned that something is stirring on Sordid. Power, corrupt, deadly and possibly helpful.

W24 - Warrens End. "Without a Paddle."
An agent of the Inquisition, working for Dormenghast, has been injured and has fallen into the giant river Whistle on Warrens End. He must be recovered, dead or alive, and the information in his memory stacks secured. He has seen things. Important things.



Ongoing calamities.


This is merely to spice things up. During Phase 2. All games affect certain narrative elements. These have nothing to do with Factions. smile emoticon Just remember, your actions may bring the eternal enmity of your enemies and allies alike.

Warrens End. Evacuation! 
Anyone playing a game on Warrens End, and is victorious can declare if they are killing/kidnapping or otherwise harming the population or preventing their evac, or aiding in their evacuation.

Nolan. Falling into hands unworthy!
Anyone playing on Nolan, and being victorious in any game, may dedicate that victory to either stealing technology, or aiding the native Mechanicum to secure or destroy it.

Acre. Death by Consumption!
Anyone playing on Acre and being victorious in any game, may dedicate that victory to either aiding or allowing the native Tyranid creatures eradicate the Wardens or by aiding the wardens to contain the native Tyranid threat. (note, doesn't affect Eivind)

These will be tallied up at the end of the phase. The side with the highest score determines their fate.


Updated and clarified: Effective immediately.

Basically, this clears up the whole "where is the game taking place??" But is largely rules we are already using. Note the complete removal of that city-fight and planetary assault bullshit?

Fighting Battles


As mentioned, the campaign is split into 3 phases, each of which contains two halves or Turns. During a Turn, a player can play as many or as few games as they like.

If Players lack an opponent they can also choose to attempt one of the Special Mission locations scattered across the maps by attempting to take that territory or by already owning it. Special Missions, marked with a Gold Flag, such as these are purely narrative games with unique rules and are largely GM controlled affairs.

To initiate a battle, a player may challenge another player by declaring on any chosen social media, via email or by shouting their intentions from any selected building roof. Challenges can be made to anyone in the campaign not on the players own Faction. Battles can be fought using any agreed points level and expansion.

The Challenger declares whom they wish to attack and upon what planet the battle will occur. If the Challenger has a sector already on that planet, or possesses a spaceport on another planet, they may select the exact sector they are aiming to take over.

The resulting game is played for that sector using any special planet based rules for that particular world. For any special scenarios that demand an attacker/defender dynamic, the Challenger is presumed to be the attacker.

  • NB! Only the Strategic Objectives on that world count for that battle, except for the Space Port used when attacking from off world. Be aware that invading another planet is no small task!
  • NB!! A Challenged player must attempt to play against the Challenger before engaging in any other games, within reason. Allied players within the Faction may be called upon to represent the original Challenger or Defender, though the results still affect the original players!

After a Battle


The result of the battle should simply be determined as a Win for one side, or a Draw.

If the Challenger wins, they may take the territory previously determined if they had either a sector on world, or a spaceport on another. If the Challenger won but has not a sector on the attacked planet, or a spaceport, the defender must choose one of his sectors. The Challenger takes that sector.

If the Defender wins, they may choose to take one of the Challengers sectors if it is on the same planet, or if they have a Space Port, may select and take one owned by the Challenger from another planet.
  • NB! If a player had lost a sector in their last game, they may not immediately choose to take it back in their next game. They must first play another game, which may be against another opponent before trying to select it again. However, if the Defending player wishes and it is appropriate (No Spaceport or on world attack), they may choose to relinquish this sector to the Challenger even if they had just taken this sector from them.