€¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can...

23
Caliburnus Planets System Acedia # Territory Rules 1 Capitol: Armorica The Controller may include a Super Heavy Tank in their army. Astra Militarum 2 Fortress Mercia The Controller can make Reserve rolls for Orbital Bombardments. Battles on Mercia should be done using Space Hulk tiles. Astra Militarum 3 Moon: Avaricia The Controller may add a random Troops unit to their army from their roster. Astra Militarum 4 Planet: Chastity The Controller's units have Adamantium Will. The Defender in this territory automatically has the Church terrain piece. Adeptus Sororitas 5 Continent: Brittany The Controller's units gain the Stubborn special rule. Astra Militarum 6 Continent: Saxony The Controller may have D3 Troops units Outflank. Astra Militarum Special Rules: The planet is heavily forested, as is the Moon, Avaricia. Units fighting on those territories have a constant 5+ Cover Save. Defenders [Army] Acedia Garrison Factions [Army] Acedia is a rare system in that it has three inhabitable satellites. The main planet, Acedia is a very large planet with a small population of 75 million. Although the planet is at a medieval level of technology, it is sometimes used to recruit for the Adeptus Militarum. It is protected by Fortress Mercia, a space station that monitors the planet. It's moon, Avaricia has a small medieval population of 1 million. Lastly, the planet Chastity is a Shrine world dedicated to training members of the Ecclesiarchy. It houses a population similar to that of Acedia, roughly 68 million. System Ahrimanes # Territory Rules 1 Capitol: Hala'khor The Controller is immune to the Haunting rule and may include a Wraith in their army for free. For-Mor Craftworld 2 Le'strad'ha Ruins The Controller may Deep Strike one unit in their army. 3 Wal'krava Ruins The Controller's models may always run 6". 4 The Convergence The Controller rolls 3 Dice during their psychic phase, and chooses which two for the power dice for that turn. 5 The Voidlands The Controller can automatically steal the Initiative at the beginning of a battle. 6 The Refuge The Controller can re-roll the Haunting roll for affecting an enemy unit. Special Rules: At the beginning of each player turn, their opponent may choose an enemy unit and roll on the Haunting table to see how they are affected. 1 - Helpful Apparitions: The unit is given advice by ghosts and may re-roll one dice this turn. 2 - Phantasms: The unit must take a Pinning test. 3 - Poltergeists: The unit may not run and can only fire Snap Shots. 4 - Spectre: The unit counts as being locked in close combat for this entire turn. 5 - Wights: The unit takes D6 Strength 3 hits. 6 - Wraith: A Wraith attacks the unit and counts as charging this turn. Wraith: WS 3/BS 0/S 5/T 5/W 2/I 2/A 1/Ld 10/ Invulnerable Save 4+/Attacks ignore Armor and Invulnerable saves. Defenders Factions [Army] Kurnous' Hounds

Transcript of €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can...

Page 1: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

Caliburnus PlanetsSystem

Acedia

# Territory Rules1 Capitol:

ArmoricaThe Controller may include a Super Heavy Tank in their army. Astra

Militarum2 Fortress

MerciaThe Controller can make Reserve rolls for Orbital Bombardments.Battles on Mercia should be done using Space Hulk tiles.

Astra Militarum

3 Moon: Avaricia

The Controller may add a random Troops unit to their army from their roster.

Astra Militarum

4 Planet: Chastity

The Controller's units have Adamantium Will.The Defender in this territory automatically has the Church terrain piece.

Adeptus Sororitas

5 Continent: Brittany

The Controller's units gain the Stubborn special rule. Astra Militarum

6 Continent: Saxony

The Controller may have D3 Troops units Outflank. Astra Militarum

Special Rules:

The planet is heavily forested, as is the Moon, Avaricia. Units fighting on those territories have a constant 5+ Cover Save.

Defenders [Army] Acedia GarrisonFactions [Army]Acedia is a rare system in that it has three inhabitable satellites. The main planet, Acedia is a very large planet with a small population of 75 million. Although the planet is at a medieval level of technology, it is sometimes used to recruit for the Adeptus Militarum. It is protected by Fortress Mercia, a space station that monitors the planet. It's moon, Avaricia has a small medieval population of 1 million. Lastly, the planet Chastity is a Shrine world dedicated to training members of the Ecclesiarchy. It houses a population similar to that of Acedia, roughly 68 million.

System

Ahrimanes

# Territory Rules1 Capitol:

Hala'khorThe Controller is immune to the Haunting rule and may include a Wraith in their army for free.

For-Mor Craftworld

2 Le'strad'ha Ruins

The Controller may Deep Strike one unit in their army.

3 Wal'krava Ruins

The Controller's models may always run 6".

4 The Convergence

The Controller rolls 3 Dice during their psychic phase, and chooses which two for the power dice for that turn.

5 The Voidlands The Controller can automatically steal the Initiative at the beginning of a battle.

6 The Refuge The Controller can re-roll the Haunting roll for affecting an enemy unit.Special Rules:

At the beginning of each player turn, their opponent may choose an enemy unit and roll on the Haunting table to see how they are affected.1 - Helpful Apparitions: The unit is given advice by ghosts and may re-roll one dice this turn.2 - Phantasms: The unit must take a Pinning test.3 - Poltergeists: The unit may not run and can only fire Snap Shots.4 - Spectre: The unit counts as being locked in close combat for this entire turn.5 - Wights: The unit takes D6 Strength 3 hits.6 - Wraith: A Wraith attacks the unit and counts as charging this turn.Wraith: WS 3/BS 0/S 5/T 5/W 2/I 2/A 1/Ld 10/ Invulnerable Save 4+/Attacks ignore Armor and Invulnerable saves.

DefendersFactions [Army] Kurnous' HoundsThe planet's capitol is currently controlled by the Eldar. Although Ahrimanes is a habitable planet, it is virtually unpopulated. A long lost civilization once thrived on the planet. However, at some point in the distant past it was engulfed in a warp storm. The storm abated several hundred years ago, but the residual effects of the storm remain.The planet is haunted. When the Imperium tried to colonize the planet they encountered ethereal visions of the planet's former inhabitants. Some of the encounters were merely vignettes of the past and were spectres conducting their daily routines, while others were face-to-face encounters with ghosts who actually interacted with the explorers.Attempts to colonize the planet failed for obvious reasons. Those attempting to live on the planet were usually unable to handle the persistent visitations. Many went insane, while others had fatal encounters with malicious

Page 2: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

wraiths.The Eldar have managed to conquer the capitol and are investigating the disturbances and attempting to discover what happened those long millennia ago.

System

Andredoria

# Territory Rules1 Capitol:

XandrosThe Controller may include a Super Heavy Tank in their army. Astra

Militarum2 Moon:

MalathonThe Controller may choose to give one of their units Deep Strike. Astra

Militarum3 Aragosian

FieldsOnce each turn, a unit may re-roll all of its shooting Attacks. This must be declared before any dice are rolled.

Astra Militarum

4 Malongan Jungle

The controlling player's units have 5+ Cover saves on any turn they don't move.

Chaos Marines

5 Redosia Archipelago

At the beginning of the game, roll to see which side of the board is seaward. The controller may put D3 of their units in Reserve for this table edge.

Astra Militarum

6 Cenastorayx Swamp

Prior to deployment, the controller can force his opponent to put one specific (non-HQ) unit in reserve.

Astra Militarum

7 Theban One unit in the controlling player's army becomes Fearless and Leadership 10.

Astra Militarum

8 Agragathion One unit in the controlling player's army may re-roll failed (normal) Armor saves.

Astra Militarum

Special Rules:

Andredoria is very unstable and prone to earthquakes. Roll a D6 after deployment. On a 1, the battle is unaffected. On a 2-5, an Earthquake will occur during that turn. During an Earthquake, units may only make Snap Shots and all terrain counts as Dangerous. On a 6, the entire battle takes place during a Tremor - All movement counts as Difficult Terrain. Skimmers, flyers, Super Heavies, and units with Relentless, Slow and Purposeful, or Move Through Cover are unaffected.

Defenders [Army]Factions [Army]Andredoria is a farming planet that is home to 1 billion Imperial citizens. It exists in a binary system, and its irregular orbit caused my multiple gravitational pulls, makes the surface unstable. There are a multitude of earthquakes. Most are small, but they are frequent. The society of the planet has had to adapt by modifying the construction of buildings and adapting their lifestyles to the peril. The planet's tectonics have given it a disordered surface, and it has mountains, swamps, and plains in a varying pattern.The capitol, Xandros, is home to a cooperative democracy. The population votes for its representatives directly, and they are answerable to the people of their sector. They sit on a planetary council that takes care of issues that affect everyone. The only office with autonomy is the Militant Commander of the planet. Although he maintains independence of how he disposes of the military, he has no civilian powers whatsoever. The Militant Commander is elected by the council and serves for two years, although it is possible to serve multiple terms.Andredoria is self-sufficient and needs no external imports. However, their only export is food. While there are no tall forms of life on the planet, it is rich in plant life, which allows for the grazing of many animal species. Transportation is also an issue, due to the unreliability of the planet's surface. Most vehicles have off-road capability.The planet was colonized a long time ago, and there are no records of its founding. The citizenry of the planet are a flexible people to meet the demands of their fickle environment, and the odd scheduling caused by the seeming randomness of the day. The planet orbits two suns, and has one moon. Their roads are composed of crushed stones that do not shatter from earthquakes, and their buildings are very low to the ground with very large supporting pillars and foundations.Despite all the difficulties, life has prospered, and more important, its inhabitants have become rugged and stalwart. Animals have tough hides, plants have shallow, but strong and mobile roots, and the people take rebuilding as a 'matter of fact' labor. Dorians are considered to be some of the most hardy and reliable of Imperial citizens.The Dorians do have a national identity, and although they have 'sector' or 'state' identities as well, there is virtually no conflict among the people there, as cooperation is necessary for survival on the planet.

System

Arjuna

# Territory Rules1 Capitol:

Fortress SivaThe Controller may include a Macro Cannon in their army. Astra

Militarum

Page 3: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

2 Outpost Krishna

The Controller may grant +1 Ballistic Skill or +1 Weapon Skill to one unit in their army.

Astra Militarum

3 The Deadlands

The Controller automatically chooses their deployment side in the battle. Astra Militarum

Special Rules:

Arjuna is very bare. After terrain has been set up, both players must remove one terrain piece each. Low Gravity: Non-skimmers & flyers count as moving in difficult terrain. Hazardous Atmosphere. Models with a 5+ or worse save never receive it, although they may use Cover and Invulnerable saves.

Defenders [Army]Factions [Army]Arjuna is a long dead gas giant. The planet used to be massive, but is now down to its solid core. While smaller than it used to be, it is still larger than most inhabited planets. And although most of the gas has escaped the planet, it still has more than enough resources to last for thousands or even a few million years.There is no indigenous life on the planet, and it has only recently become inhabitable. Still, breathing his not possible without respirators, and the low gravity causes havoc with movement and the monumental task of husbanding the planet's resources. The surface of the planet is inordinately smooth with only a few spiky outcroppings.Recently, the Imperial Navy has set up a base around the planet so that it may be used as a waystation system. The planet's fifty thousand inhabitants are the small gas-collecting community, protected by the Imperial Navy.

System

Articerus

# Territory Rules1 Capitol: Tomb

of Ayan-sherControlling player gains an Obelisk Super Heavy. Units in this territory add +1 to Reanimation Protocols and Feel No Pain rolls.

Necrons

2 Obelisk of Karam-Thun

Controlling player gains a free Monolith. (Yes! Even non-Necrons! However, if the controller fights Necrons, the Monolith joins the Necron player's army.)

Necrons

3 Amanzar's Observatory

The controller may re-roll all Scatter dice. Necrons

4 The Forgotten The controlling player has a 10-man Flayed One unit in Reserve. However, they will follow the planet's special rules as mentioned below.

Necrons

5 Phase Generator

The controlling player's units ignore the rules for Dangerous and Difficult Terrain.

Necrons

6 The Regeneratorium

All vehicles and Independent characters gain the It Will Not Die special rule.

Necrons

7 The Catacombs

Troops and Elites units in the controller's army may Deep Strike, and do NOT suffer mishaps. They are placed 1" away from the mishap causing obstruction.

Necrons

8 The Negator All units in the controller's army gain the Adamantium Will special rule. Necrons9 Fortress

HawkeyeThe army gains an Orbital Bombardment as a Reserve unit. This may be used multiple times. Any battles fought here are done using the Space Hulk tiles. The special rules for Articerus do not apply on the Fortress.

Astra Militarum

Special Rules:

Articerus is home to a dormant Necron colony, which could be awakened by fighting on the planet. During each player's turn, they roll a D6. On a 6, they may Deep Strike a minimum-size, basic-equipped Necron infantry unit on the table. This unit now performs all of its actions in that player's turn. HOWEVER, it will always move, shoot and charge the nearest non-Necron unit, even if that is the awakening player's units.

If a Necron army is battling on this planet, the new unit ignores the above rules, and immediately counts as a new unit in that player's army, and acts in that player's turn.

Although all of the territories on the planet are currently Necron-aligned, the Necrons are still dormant, so Necrons do not have to be involved in a battle for territory on this planet.

Defenders [Army]Factions [Army]Articerus is a forbidden planet. To visit this system is to invite condemnation by the Imperium. One Imperial satellite hovers over the planet, sending out a warning signal of danger; not merely in the languages of the Imperium, but in several alien languages as well.

Spoilers - Articerus is home to a dormant Necron colony. (There will be more later. Articerus is a unique planet....)

Syste Ascalon

Page 4: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

m# Territory Rules Owner1 Capitol: The controlling player may use a Fortress of Redemption2 Pyrox Defense

NetworkThe player may place two Bunkers in his deployment zone. Tau

3 Ascalon Sewer Network

One chosen unit receives the Stealth special rule. Imperial Guard

4 Baraxus City The first Troop unit that is destroyed may come back as a Reserve unit.5 Fort Spetnum The army receives an Aegis Defense Line with one free upgrade. Chaos

MarinesSpecial Rules: As the planet has been abandoned and everything is overgrown, ALL Cover saves are 4+.Ascalon is one of the planets discovered upon the exploration of the Hendrik's Anomaly. The planet is a complete mystery, as there is no population on the planet, despite it being habitable. Furthermore, there are intact cities and fortresses all over the planet, completely empty of life.

System

Azar

# Territory Rules1 Capitol: Fort

SolitudeThe Controller may include a Fortress of Redemption. The Controller never needs to cast the Force power. It is considered to always be in effect.

Grey Knights

2 Fort Kurgan The Controller does not need to roll scatter dice when Deep Striking units. Grey Knights3 Fort

ArroganceThe Controller gains +2 to Steal the Initiative. Grey Knights

4 Fort Kornilov The Controller may re-roll Reserve rolls. Grey Knights5 Sakarovosk Enemy units may not Outflank the controller's army. Astra

Militarum6 Trotski The Controller may force his enemy to re-roll successful Reserve rolls. Astra

Militarum7 Aemiric The Controller may add +150 points to the size of his army. Astra

Militarum8 Czar The Controller may add +1 Leadership to all of the units in his army. Astra

MilitarumSpecial Rules:

Azar is a very lush and verdant planet. After sides have been chosen, but before deployment, each side may place down D3 pieces of natural terrain anywhere on the battlefield.

Defenders [Army]Factions [Army]Although Azar appears to be a completely normal civilized world, it houses a Grey Knight's outpost. Recently, it was invaded by Chaos forces from Elsinore who were soundly defeated, having not expected the tenacity with which it would be defended and assisted. The Chaos forces were heavily outmaneuvered and hastily retreated from the planet. The secret of the Grey Knights was hidden by a subterfuge where they bore the banners of other, assisting Astartes chapters.

Bludmongar - One of the Ork held planets in the area. While the others are affected by civil wars, Bludmongar is run by the Blood Axes. The Ork clan has managed to avoid the infighting affected by the other clans by creating a Kouncil, which is run by Elektors. While the other Orks scoff at this humie-style government, the Blood Axes continue to get stronger.

Borgias - Borgias is a paradise world which bears the name of the Navigator clan which rules it. They are very private in their affairs. There are rumors that they are owners of powerful Archeotech, as a massive Ork invasion was once spotted by traders passing through the system. When Imperial relief forces arrived, they found no trace of the

Page 5: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

invasion save the debris of the Ork ships. They were informed that their assistance was not necessary.Branday - This is an agricultural planet. Although it only has a population of a few million, it has been more heavily defended by the Imperial fleet, as the planet has been victim of many Dark Eldar raids. The importance of Branday's foodstuffs to other planets in the sector has caused the Administratum to increase the security.Carthago Nova - This planet seceded from the Imperium over 200 years ago. The governor of the planet declared the planet independent and immediately allied himself with aliens from nearby sectors, and the planet is a haven for inter-species activity. While some Imperials call for the planet's destruction, so far, they have evaded retribution. Some speculate that Carthago's destruction has been stayed by the hands of Rogue Traders and Inquisitors who use its cosmopolitan population to spy on the numerous enemies of the Imperium.Centarus - Centarus is a small planet, but has a high population for its size, resulting in it being classified as a Hive World. Other planet's in the system include: Gynos - An agricultural planet, Kymeros - A mining world, and Minotaurus, a tiny planet which is used as a penal colony.Ceylon - Ceylon is a large planet completely covered by water. The people who live on the planet live either on mobile ships, or in underwater cities. The people on Ceylon are notorious for being the wealthiest people in the sector, as they ship both water and jewelry across the sector.

System

Colossus

# Territory Rules1 Capitol: State

of AtlastonThe Controller may include a Super Heavy Vehicle in their army. Vehicles have free extra armor, or Monstrous Creatures gain Feel No Pain 6+.

Caliburnus Inquisition

2 Forge Hecaton

The Controller's vehicles have +1 Hull Point. Ordo Hereticus

3 Joton Hive The first unit in the controller's army to die comes back as a Reserve unit. Space Wolves4 Furistan's

AnomalyOne unit in the Controller's army is immune to Psychic powers. (It cannot USE psychic powers either.)

Ordo Malleus

5 Chieros Archipelago

All Blast and Large Blast To Hit rolls may be re-rolled by the controller. Ordo Malleus

6 Christas Wall The owning player may add three 6" barricade sections in their deployment zone.

Ordo Hereticus

7 Forge Briareos

The controlling player's Heavy units gain the Infiltrate and Scouts rule. Adeptus Mechanicus

8 Hive Libertas The controlling player's Troops units gain the Scouts special rule. Astra Militarum

9 Vetrilexia The controlling player may give infiltrate to one of his Elite units. Ordo XenosSpecial Rules:

Colossus has many issues that it is dealing with from its unusual topography and last war against the Tyranids. Certain armies have special rules when fighting on Colossus. Imperial Armies gain +1 to all Reserve rolls, Necrons gain +1 to their Reanimation Protocol rolls, and Tyranid units with Infiltrate may also Deep Strike.

Defenders [Army]Factions [Army] Colossus Expeditionary ForceColossus is one of the two Forge Worlds in the subsector. It is the larger of the two, and it provides weapons for the multitude of Imperial forces in the sector. It recently won a war against a Tyranid invasion, and the planet is still on high alert and ready for war. Additionally, there is a restricted area on the planet. The Imperials know it is a dormant Necron colony and are doing their best to keep it that way.

Corsica - Corsica is an unfortunate planet. Home world of the Imperial Eagles chapter, it was garrisoned by forces of the Inquisition in the wake of mysterious problems with that chapter. In the absence of the marines, the planet has largely fallen to a Chaos invasion from Elsinore. A few loyalists still hold out, hoping for relief.

System

Cretacion

Page 6: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

# Territory Rules1 Capitol:

RexiumThe Controller may include a Macro Cannon in their army. All character's weapons count as Master-Crafted.

Chaos Marines

2 Carcadon Space Port

The controller's army may re-roll Reserve rolls. Chaos Marines

3 Fortress Varonne

The first Elite unit in the controller's army to be destroyed instead is put into Reserve as a new unit.

Chaos Marines

4 Fort Mauser One unit in the controller's army may add +1 to its Ballistic Skill. Chaos Marines

5 Mount Gothoria

The Template weapons in the controller's army gain the Torrent rule. Weapons which already have Torrent become twin-linked.

Chaos Marines

6 Factorum Sinister

The Controller's Warlord may have an additional Warlord trait rolled from either Adeptus Mechanicus Warlord trait list.

Chaos Marines

7 Factorum Vulgate

One turn during the game, the controller may give +1 Ballistic Skill to every unit in his army.

Chaos Marines

8 Gagyx Rift The Controller may re-roll the number of Warp Charges during his psychic phase.

Chaos Marines

9 Skelhanor City

The first Troop unit in the controller's army to be destroyed instead is put into Reserve as a new unit.

Chaos Marines

10 Mt. Lilith One unit in the controller's army gains +1 to the Strength of its guns, but also has the Gets Hot rule.

Chaos Marines

11 Fort Winter One unit in the controller's army receives +1 to its Armor Saves. Chaos Marines

Special Rules:

Cretacion is very rocky and uneven. No units may run or move Flat Out on the planet unless they are Skimmers or Flyers.

Defenders [Army] Cretacion Forge LordsFactions [Army]Cretacion is the first planet accessible through Hendrik’s Anomaly. It is a Chaos Forge World. It is the staging planet for all invasions of the Caliburnus sector. It is an extremely large planet with heavy volcanic activity. It is rich in minerals, and the overlords of the planet have a tremendous amount of political power, and lord it over the other Chaos forces who rely upon their resources.

Crowe – Crowe is a medieval world that has been largely left to its own devices. Although it has been visited by the Imperium several times, very few of the planet’s inhabitants are aware of the Imperium’s existence. The people of Crowe live in mysterious alien structures of an extinct race that died out aeons ago.

System Dracul# Territory Rules1 Capitol:

VashstralisThe Controller gains a Fortress of redemption and all buildings in that player’s deployment zone provide +1 cover saves.

Tau

2 Old Capitol: Janos

The Warlord may add one to his Psychic level, or become Psychic Level 1.

Tau

3 Space Hulk Echidna

The Controller can give Deep Strike to D3 Units. Tau

4 Fortress: Deimenonos

The Controller’s Deep Striking units never roll for scatter. All battles fought in this territory do not allow flying. (It’s underground) Hovering, Jumping, and Jet Pack units all make difficult terrain tests any time they use this type of movement.

Chaos Marines

5 City: Cassul The Controller’s army gains the Stubborn special rule. Tau6 City: Myopteran The Controller may re-roll all Reserve rolls. Tau7 City: Kolgrich The Controller’s army has the Night Fighting special rule. Tau8 City: Alexsandr The Controller can give the Fleet rule to D3 units. Tau9 Karthilax/

Precinct Mabalos

The Controller can give D3 units Preferred Enemy (Chaos) Tau

10 Moon: Rekotis The Controller may include a Daemon Prince of up to 175 points in its army.

Chaos Marines

11 Moon: Thereled The Controller may give D3 units the Outflank special rule. Chaos Marines

Special Rules: Dracul does not rotate, so certain territories are always in darkness. Battles in these territories always have the Night Fighting special rules: Janos, Cassul, Myopteran, and Kolgrich.

Defenders [Army]Factions [Army]

Page 7: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

Dracul has recently been conquered by the Tau, and some of them plan on colonizing it. The planet had seceded from the Imperium in recent history, and was led by nobility who were bargaining with Chaos forces in the sector. It is rumored that the Tau made a bargain with some Imperial forces for amnesty if they solved the ‘problem’ of Dracul. The former rulers of the planet have fled to Elsinore and plot to reclaim their birthright.

Prior to its capture by the Tau, the planet was dichotomous in its technology. The rulers of the planet benefitted from science at the tech level of other Imperial planets, while the commoners were kept in a medieval civilization. The planet has many odd kinds of flora which have been known to produce odd effects on the people who live there.Although it has been conquered by the Tau, the planet still has tens of millions of humans still living on it. (Exact numbers unknown.) Since they are people who suffered under tyrannical leadership, they are actually thankful to the Tau and are cooperative with them.Before it was conquered, it was ruled by High Kings such as Rovidius and his successor by trial through combat, Kolohogos. Both men are determined to reconquer the planet. They have made pacts with Chaos forces and are currently based on Elsinore. They ran the planet as a feudal enterprise, and there was a rumor that they had dominated the other two castes and may even have been engaging in cannibalism. This behavior has been noted since Draculian forces participated in the capture of a Space Hulk, which now orbits their planet. The Nosferates (the nobility went through a phase now known as the Degeneracy, and began to develop odd behaviors, including an increase in psychic ability.The other classes were the Hophelites (the merchant class), and the Renefites (the worker class).

System

Elsinore

# Territory Rules1 Capitol: Iago The Controller may include a Macro Cannon in their army. The controller

may re-roll results on the Chaos Boon table, and the number of psychic dice in their turn.

Chaos Marines

2 Mt. Chernabog

Chaos Marines may roll on the Chaos Daemon events table if fighting in this area, while Chaos Daemons may re-roll the result on the table.

Chaos Daemons

3 City of Dis Flying, Hovering, Jumping, and Jet Pack units may add 6" to their move in Dis. The controller may use Jump Packs for both Move and Charge in their turn.

Chaos Marines

4 Limbrasus The Controller may move normally, while the battlefield is considered Difficult Terrain for his opponent.

Chaos Daemons

5 Malbolgia The controller may give Deep Strike to D3 units. They do not roll scatter dice when they appear.

Chaos Marines

6 Kokytus Enemy units with a save of 5+ or worse take D6 Strength 1 hits at the start of each of their turns. The controller may declare a Blizzard at the start of any turn. On that turn, all units on both sides take D6 Strength 1 hits at the start of each of their turns regardless of Armor save.

Chaos Marines

7 Luxuria The Controller's units have +1 Initiative. Chaos Marines

8 Gula Enemy units may not run or pursue fleeing opponents. Chaos Marines

9 Avaritia The Controller may add 150 points to the size of his army. Chaos Marines

10 Philokalia Enemy units must take a Leadership test in order to move during their turn.

Chaos Marines

11 Ira The controller's units have the Rampage special rule. Chaos Marines

12 Vaingloria The controller's units have +1 Leadership. Astra Militarum

13 Tristitia The controller's units Hate the enemy. Chaos Marines

Special Rules:

Elsinore has been thoroughly corrupted by Chaos. Chaos Daemon and Chaos Space Marine armies receive a second Warlord trait when fighting on Elsinore, and other armies may not use their Warlord traits.

Defenders [Army]Factions [Army] Kolohogos' DraculiansThis planet is the home planet of the Reapers Chaos Space Marines. The planet had been conquered several hundred years before when the ruler of the planet was assassinated. At first, the Imperium supported the assassination as there appeared to be evidence of corruption. However, the ‘liberator’ of the planet was an agent and proceeded to sacrifice portions of the population to the dark gods. The subsequent demonic invasion cleared loyalists from the planet, and then the Reapers moved in to settle the lost planet.

Syste Farstone

Page 8: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

m# Territory Rules1 Capitol: City

Omega 5The Controller may include a Fortress of Redemption in his Army. Caliburnus

Inquisition2 Gradius Radar

NetworkThe army may steal the Initiative on a 4+. Ironmen

3 Farstone Tunnel Complex

One Troops unit may use the Infiltrate special rule. Ironmen

4 The Armory The first time a vehicle is destroyed, it comes back as a reserve unit. Imperial Guard

5 The Ironworks The army receives an Imperial Bastion. Ironmen6 Cell Block 16 One unit in the army has Feel No Pain.7 Deep

Chamber #9The controlling player may re-roll the Psychic Dice during their turn.

8 Cloning Chamber

The first time an Independent Character dies, they come back as a reserve unit.

Ironmen

9 Containment Cells

The player may Deep Strike a monster as a Reserve unit.

Special Rules:

As the planet has been abandoned and everything is overgrown, ALL Cover saves are 4+.

DefendersFactionsPrior to its rediscovery, Farstone was a prison planet. It was a place used to store criminals and process them in to Astra Militarum penal battalions. Farstone was a habitable but barren planet, making it ideal for these purposes. The planet contains many fortresses and underground facilities. Although the former inhabitants of the planet have long-since died and the structures are empty, after its rediscovery, the Ironmen chapter of Space Marines has given extraordinary effort to reclaiming it. This has led to the belief that there is more to the planet than merely its history as a prison facility.31-6-15 - The planet was conquered by an allied force of Inquisition-led Ironmen and Space Wolves. The secrets of Farstone are now being examined by the Caliburnus Inquisition.

For-mor Craftworld – Although the Formorians are viewed as a lesser evil by the Imperial forces in the subsector and are largely left to their own designs, the truth is actually much more sinister. The reason the Imperium is focused on other threats is because of the actions of the Formorian seers. The Eldar actively use their precognitive abilities to determine possible futures, and then manipulate events to cause any outcome which puts the Imperium on the defensive. At best, this is defensive measure to keep the Imperium from focusing on the Eldar, and at worst, a manipulative genocide.

Gotterheim – Also known by the nickname ‘Midway’, this planet is between the Caliburnus and Armageddon sub-sectors. As a lifeline of the Imperium, it is a heavily defended planet. The space traffic in the area is intense, and the planet is so consistently busy that there are two groups of people on the planet who almost never encounter each other. Half of the planet’s population works during the day, and then are relieved by the night shift workers.

The planet is ruled by an oligarchy run by the corporate overlords who run the businesses. Although there is some tension between the ruling factions, they cooperate because the Administratum will brook no dissent on a world so vital to the Imperium’s survival.

Gromril – The smaller of the two Forge Worlds in the Caliburnus sub-sector, it was subject to a Tyranid invasion which was destroyed, as the world proved to be too heavily armed and armored to take. The planet has an unusual alien structure within an extinct volcano on the planet. It is assumed that it is a Necron structure and the object is surrounded by fortifications to keep people out of the area, and to keep whatever might live there in it.

System

Hasdrubal

# Territory Rules1 Capitol: Didoh The Controller may include a Fortress or Redemption in their army.

Page 9: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

2 Sodial Ruins The Controller may re-roll the dice when discovering a mysterious objective.

Necrons

3 Libia Island The Controller may add 6" to the range of all Heavy weapons.4 Homalia-

MadigoThe Controller's opponent must re-roll successful Reserve rolls.

5 New City The army may re-roll Night Fighting results.Special Rules:

Hasdrubal is perpetually dark, and all units must use Night Fighting during the battles.

Defenders [Army]Factions [Army]This is not actually a planet but a moon. It has an orbit, and although Hasdrubal revolves, it does not rotate around its mother planet, leaving it in an almost perpetual state of night. Scientists are fascinated with this planet due to its odd movement (or lack thereof) and the unique flora that grows on the planet, as it apparently does not need sunlight to survive.

System

Hattusas

# Territory Rules1 Capitol:

UndineThe Controller recevies a Fortress of Redemption & Skyshield Landing Pad. The Warlord can receive a free Relic from any allied Codex.

Space Wolves

2 Ilthyia Medical Center

The first time a controller's Independent Character dies, they come back as a Reserve unit.

Shadow Pox

3 Vinmara Satellite Station

The army receives an Orbital Bombardment. Space Wolves

4 The Atla Region

The player may re-roll the dice when discovering objectives. Space Wolves

5 The Themis Labyrinth

D3 of the player's units have the Scouts special rule. Space Wolves

6 Kankey Spaceport

D3 of the player's units gain Deep Strike for the scenario. Space Wolves

Special Rules:

The planet once housed a great civilization with extensive libraries. Any time a battle is fought on the planet, both sides roll a D6x10 before the battle. They may spend that on one free Relic from their army list.

Defenders [Army]Factions [Army]Control Bonus

A faction that controls Hattusas may roll a D6x10 before each battle, and spend that on one free Relic from their army list.

One of the planets accessible through the Hendrik’s anomaly, it at one point must have hosted a great alien civilization. However, these ancient people have long since disappeared, leaving only ruins of their culture. This planet has become a hotbed of conflict as its rediscovery has caused numerous groups to invade the world in search of artifacts.

Hendrik's Anomaly – This is a minor warp storm. For centuries it has been seen as a menace as Chaos forces continually emerged from it to invade the sub-sector. However, recent Imperial expeditions have managed to pierce through the storm and have discovered that it leads to a section of space in Ultima Segmentum.

Hive Fleet Tiamat – This is a branch of Hive Fleet Leviathan. It has successfully taken over two planets in the sub-sector and has threatened twice as many. Some Imperial forces have attacked the fleet directly, attempting to stall any future invasions.

System

Hybrasil

# Territory Rules1 Capitol: City

of GlassThe Controller recevies a Fortress of Redemption & his units gain the Stealth special rule.

2 Factory Balor The first time a vehicle is destroyed in the player's army, it comes back as a Reserve unit.

Shadow Pox

3 Lyonesse D3 of the controller's units gain the Deep Strike rule4 Endo Radar

StationThe player may add +1 to Reserve Rolls Astra

Militarum

Page 10: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

5 Athlorn Outpost

The controller receives an Aegis Defense Line with one free upgrade. Astra Militarum

6 Quator Jungle The player may add +100 points to their army list. Tyranids7 Wisdom Tree The player gains an additional Warlord trait for the battle. Ironmen8 Hearthgone

ForestThe Player may re-roll the dice for Objectives Space

MarinesSpecial Rules:

All natural terrain on the planet counts as Mysterious Terrain.

Defenders [Army]Factions [Army]Control Bonus

A faction that controls Hybrasil may give the Stealth special rule to a unit. If it already has Stealth, it becomes Shrouded instead.

At one point Hybrasil must have been a paradise planet. It is a temperate planet with ideal conditions to support life. However, at some point it was abandoned. Although there is evidence of previous habitation, most of the buildings have become overgrown with plants.

Iberia – This planet is a desert world under the control of the Eldar. It was recently conquered by them, as they took advantage of the Imperial armies diverse deployments. The human population of the planet was spared and evacuated when Inquisitor Lord Iehovar threatened to launch cyclonic torpedoes at the planet if they were massacred.Invidia – This planet was evacuated by an Inquisitor when the Tyranids overran it. There is still a polar base that holds out against the Tyranids, and it is there to hold them up and delay any future attacks from them.

System

Johannus

# Territory Rules1 Capitol:

AntiochThe Controller may include a Macro Cannon Emplacement in his Army. Inquisition

2 St. Diathas Spaceport

The Controller may re-roll all Reserve rolls and force enemies to re-roll their Reserve rolls.

Imperial Guard

3 Hive Talantor The Controller may put destroyed Troops units in Reserve and have them return as new units.

Imperial Guard

4 Fort Verdictum

The Controller has a free Bastion in their deployment zone. Imperial Guard

5 Johannus Factorum

The Controller may put destroyed Heavy units in Reserve and have them return as new units.

Adeptus Mechanicus

6 Caliburnus Librarium

The Controller may re-roll one dice for each Psychic Power test. Imperial Guard

7 St. Valara Monastery

The Controller's units gain Adamantium Will. Units already possessing this special rule may re-roll one of their Deny the Witch dice for each power.

Adeptus Sororitas

8 Hive Brasil The Controller may include one free unit from their Army roster in addition to their points allowance.

Imperial Guard

9 Fort Rosokov The Controller's vehicles all have the Tank Hunter special rule. Imperial Guard

10 Fort Gormanth

The Controller's Elite units gain the Deep Strike special rule. Lost Sons Space Marines

Special Rules:

Johannus is home to some very important facilities. As such, units occupying buildings and fortifications may re-roll all Leadership tests.

Defenders [Army] Johannus Home GuardFactions [Army] Caliburnus Inquisition ConclaveJohannus is the capitol of the sub-sector. The planet is home to numerous Administratum officials, the Inquisition, and even a Marine chapter and Sororitas enclave base there. All of the war planning of the Imperium occurs in this system.

Kabullah – This might just be the most troubled planet in the sub-sector. The population rebelled against the Imperium a decade ago, and the uprising was put down, and the offenders purged. Recently, Chaos forces have attempted to take the planet again, and war has been renewed with interest. Several factions are fighting for different reasons. The Orks and the Eldar are fighting for control of gate/teleportation technology. The Imperium

Page 11: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

is fighting Chaos for control, and the Dark Eldar are taking opportunity of the chaos to capture slaves for their gladiator arenas.Kamellon – Kamellon is a relatively large red planet. It is heavily cratered and is pock marked by asteroid impacts. Although asteroids have ceased to bombard the planet, there is little water on the planet, and its arid environment means its appearance has changed little. The rich people live in cities similar to paradise planets. The rest live in apartments surrounding the cities. Its gem/mineral trade make it one of the wealthiest planets in the sub-sector.

System

Madhi

# Territory Rules1 Capitol:

Fortress SivaThe Controller may include a Macro Cannon in their army. Tyranids

2 Amunruk Desert

Enemy units count as moving in Difficult Terrain. Tyranids

3 Plains of Thoth

The controller receives +1 to their Deployment and Table side rolls. Tyranids

4 Sutekian Barrens

The controller may add +1 to their Seize the Initiative rolls and give 1d3 units the Scout rule.

Tyranids

5 Khyber Pass The enemy cannot Scout, Infiltrate or Outflank. Imperial Guard

6 Metatroth's Tomb

Battles in this territory must include a Tomb in the center of the map. D3 units in the Controller's army can Deep Strike.

Necrons

Special Rules:

Madhi has vast open swaths of territory. Battles on Madhi have 1D3 hills per 500 points and no other terrain.

Defenders [Army]Factions [Army]A desert planet, it has recently become overrun by Tyranids. Although a small portion of the planet is still held by Imperial forces, it is considered lost. Fortunately for the Imperium, the Tyranids have not been able to farm the resources of the planet yet, as they are fighting an Ork counter-invasion, and there are Necrons below the surface that occasionally emerge to attack the trespassers.

System

Mons Grapius

# Territory Rules1 Capitol:

CimmeriaThe Controller may use a Fortress of Redemption and one chosen unit gains the Stealth special rule.

2 Tyrrhena Munitions Factory

The army may deploy 3 Minefields in no-man's land prior to the battle. Tau

3 Mons Hellespont

The army may steal the Initiative on a 4+. Shadow Pox CSM

4 Lethleven Barracks

The first time a troop unit is destroyed, it comes back as a reserve unit. Dark Angels

5 Syrtis Stronghold

The army receives an Imperial Bastion. Eldar

6 Mons Elysium The player may roll an alternate Warlord trait and choose between the two.

7 Hesperia Point

One chosen unit receives the Scouts special rule. Dark Angels

8 Griffon's Aerie The player may Deep Strike a neutral monster as a Reserve unit.9 Phlegra

Highway HubThe player may add +1 to Reserve rolls. Dark Angels

Special Rules:

The planet seems to have a calming influence on the warp. No Perils of the Warp tests need to be taken while on Mons Grapius. However, Deny the Witch rolls are at +1.Mons Grapius is a mountainous planet, and the battlefield should contain many hills and few buildings.

Control Bonus

Psykers in an army that controls Mons Grapius may make normal Armor saves against Perils of the Warp attacks.

Defenders [Army]Factions [Army]One of the planets accessible through Hendrick's Anomaly, this is a mountainous planet. Although the planet is

Page 12: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

inhabitable, it's tall, rocky terrain makes it difficult to travel through by any means other than flight.For some unknown reason, Mons Grapius has a harmonious psychic frequency. This makes it easy for psykers to use their powers within the proximity of the planet. This strange effect has been noticed by several warring factions, and this planet has received a lot of attention from various armies.

System

Montgisard

# Territory Rules1 Capitol: Krak

de ChevaliersThe Controller may include a Macro Cannon in their army. All units in the army become Fearless.

Ironmen Space Marines

2 Tarragona The weapons of Independent Characters in the controller's army become Master-crafted.

Ironmen Space Marines

3 Mycenae The army receives +1 to its Reserve rolls. Ironmen Space Marines

4 Edessa Once per turn, one unit in the Controller's army may re-roll their shooting attacks.

Ironmen Space Marines

5 Wilusa The controller's Troops units may Outflank. Ironmen Space Marines

6 Avalor All characters have +1 to their Leadership (to a maximum of 10). This territory must be controlled in order to attack the Capitol.

Ironmen Space Marines

7 Karmerron All models receive +1 to their Feel No Pain rolls. (Or have FNP 6+ if they didn't have it already.)

Ironmen Space Marines

Special Rules:

Hostile Wilderness - Any unit entering a forest area rolls a D6 during the Movement phase. On a 1-3, nothing happens. On a 4-5, the unit takes D6 Strength 3 hits. On a 6, one model takes an Strength 8, AP 3 hit.

Defenders [Army] Ironmen 2nd CompanyFactions [Army] Ironmen 8th Company

Montgisard is a forest planet, and the native population by and large exists in 8 large cities spread out over the main continent. The forests are rife with danger, both natural and unnatural. This causes the natives to stay close to the well-protected cities for their own safety. However, travel between these cities is essential, since each one possesses resources that the others do not. Tarragona is known for its fine steel, while Mycenae has an excellent water reservoir. Edessa, located near the mountains, has excellent quarries, and Wilusa breeds fine horses. As such, trade between each city is a priority, despite the dangers of travel. As such, the people of Montgisard take several measures to ensure their survival and communication.

The first measure is to form an elite class of warriors. There are three different types of ‘Knights’. There are the Gennicors, who are nobles who take up the mantle of the warrior. The Tyrans are common citizenry who have managed to distinguish themselves through combat, and have been honorably promoted. The last group is the Dyspaners, who are the artisans of the society, who have chosen to don the weapons and armor they have created. Once a man becomes a knight, he foregoes the normal duties of his societal class. Furthermore, similar to the trade situation, all three are reliant upon each other. The Gennicor brings his knowledge of organization and structure. The Tyran has grown up as a warrior, and is already skilled in combat. The Dyspaner brings his knowledge of tanning, blacksmithing, and fletching. The three are required to teach each other their skills. Every knight is expected to fulfill all three roles.

While the cities are all governed by hereditary monarchs, it is quite clear that the knights hold the highest authority, for all standing military forces are led by them. As such, there is no war between cities, and a coup only occurs with the favor of the knights, and usually happens only when a monarch consistently interferes in their affairs, and thus with the survival of all cities. The knights have several responsibilities. The first is the protection of the merchants travelling between the cities. The second is culling the creatures who prey on the people of Montgisard, and the last are punitive expeditions against the more intelligent beasts of Montgisard, who occasionally mount organized attacks upon the cities.

Religion on the planet is ancestral worship. Each city bristles with chapel spires which are reminders of the knights who have fallen or ascended in the defense of their people. There is no deviancy from this religion, as many people are visited by their ancestors, who regularly bring them words of comfort and guidance, and occasionally commune with promising new knights and forecast their destinies. Sometimes, an ancestor will give a quest to a particular knight, with the reward of ascension upon completion of the task. To be chosen and transcend to Avalor, isle of the ancestors, is considered the greatest honor for a knight.

This is what the people of Montgisard know.

Across the ocean, on the isle of Avalor, the Ironmen Adeptus Astartes chapter has built a mighty fortress. Knights who fall valiantly in battle but survive, knights who complete quests, and errant knights who never seem

Page 13: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

to fail are taken to the chapter fortress of Krak des Chevaliers. It is here where they learn the truth that the world they protect is a microcosm of the galaxy, where the Marines take up the role of the Knights. They learn that the forests are continually replenished with fierce creatures discovered from other worlds in order to pit the knights against the related horrors they may encounter in their new role.

After the ascension and revelation, they are then given the gene-seed of their fallen ancestors. After the acclimation, they are then trained and welcomed into the ranks of the Ironmen.

The Ironmen chapter was created during the Twenty-Sixth founding in the 41st millennium to position yet another blocking force between the Eye of Terror and Earth. It is currently unknown who called for the creation of this chapter, but it was most certainly a member of the Inquisition. Shortly after the re-discovery of Montgisard, this unknown Inquisitor visited the feudal civilization of the planet, claiming semi-divine status. He forewarned them of the trials to come, and was forceful in prompting relocation of several populations to more convenient resources, but deliberately enhanced the distance between them. He then taught them the skills that would be necessary in their immediate future, and helped them to build the chapels and city walls. Before leaving, he promised to return to them again in a generation.

During that time, he is the one who initially seeded the planet with various sorts of dangerous creatures. He oversaw the construction of Krak des Chevaliers, and made a proposal to the Adeptus Mechanicus and Administratum, requesting gene-stock of the Imperial Fists Chapter, and made the initial purchases of Power Armor and Marine ordnance. After setting up the structure of the new chapter, he returned to the people of Montgisard.

As if his return had been perfectly timed, he arrived just as the collected cities of Montgisard were sending a united army against a host of humanoid enemies who were threatening to overrun their civilization. They were led by one of their monarchs, Lord Marius Ravenscroft. In the Inquisitor’s absence, Ravenscroft had recognized the growing danger of the menace, called the For-mor. It was at his suggestion that the cities train specific warriors to be their armored elite, and now he was leading them into a great battle.

The Inquisitor met with Ravenscroft, and impressed with his abilities, stood and fought by him at the Battle of Karmerron. Despite being heavily outnumbered, Ravenscroft’s forces triumphed, and annihilated their enemies. At the end of the battle, the Inquisitor convinced Ravenscroft and one-hundred and forty-four of his warriors to accompany him to Avalor. Although he was reluctant to leave his people, Ravenscroft promised them he would return to them if another such dire threat manifested in the future. With that promise, he boarded the ship to Avalor.

At Avalor, Ravenscroft impressed the Inquisitor at how well he handled the revelation that his world was but one of millions inhabited by humanity, and that he was going to be a major force in protecting that great Empire. The Inquisitor, Ravenscroft, and his men then proceeded to discuss the structure of their chapter. Although they adopted much of the strategic doctrine of the Codex Astartes, they differed on the monastic structure endorsed by the document. In the end, they compromised and came up with a system that included elements from the Codex, the Inquisitor, and Ravenscroft’s demands.

The chapter would be organized into Twelve Battle Companies. The Assault, Devastator, Scout, Veteran, and Terminator marines would be divided amongst each Company to ensure that they were all self-sufficient. The Ironmen Chapter would be allowed to choose its own fights, and would only be at the behest of the Inquisitor and any of his successors. Ravenscroft became Lord of the chapter and chose 12 of his men to lead each chapter. Since the inception of the Ironmen, the 12 Companies have filled out quickly.

They have already begun to make their mark. One particularly important decision made by Ravenscroft was to form a close relationship with the Scholastica Psykana. He believes that the mastery of psychic disciplines will play a major role in saving humanity. The Ironmen chapter contains more psykers than an average Space Marine chapter.

Most of their combats have been against local Chaos Space Marine renegades, the Reapers. They have fought against them on Kabullah, Azar, and Noah VII, winning notable victories against them. They have also been fighting against the incursions of the Dark Eldar in their sector.

Since they are a new chapter, they are just starting to write their own legends; therefore, their greatest hero is currently Rogal Dorn, their Primogenitor. However, no one doubts that Ravenscroft will be the mantle that every Ironman aspires to live up to after his time passes.

An Ironman marine lives a very different lifestyle from a typically monastic marine. While a significant part of the day is dedicated to combat training and education, the latter half of the day is dedicated to recreation. The Ironmen are fond of sports and the arts. They are a social chapter and are well known for hosting banquets and tournaments, not merely for their own enjoyment, but also to ensure better relations with Imperial citizens. This social aspect of the chapter is intentional, as Ravenscroft wants every Ironman to remember where he came from, and for what he is fighting.

Nearvanus – Restricted Planet. Inquisitorial Access only.Neutra II – A medieval planet and the new recruiting world for the Relictors Space Marines. This planet’s status is not known to a great many people and the Relictors are trying to keep a low profile since they became officially condemned. The planet has one large human settlement, and the wilderness is the domain of many different abhumans and has some demonic contamination.

Page 14: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

System

Noah VII

# Territory Rules1 Capitol:

VrandenwaldThe Controller may include a Super-Heavy unit in their army Furthermore, the first unit destroyed in the army re-enters as a Reserve unit. (Palatinate territory)

Van Stephus Imperial Knights

2 Kamdenburg The controller may add +150 points to their army. (Gavarian territory) Van Stephus Imperial Knights

3 Halls of Anerhaim

The controlling player may include two free artifacts in their army. (Palatinate territory)

Van Stephus Imperial Knights

4 The Runaelian Line

The controlling player gains three 6" Fortification sections. (Palatinate territory)

Van Stephus Imperial Knights

5 Church of Gavaria Primus

The controller's Troops units become Fearless. (Gavarian territory) Van Stephus Imperial Knights

6 Zinadane's Palace

The controller's Troops and Fast units gain the Hit & Run special rule. (Palatinate territory)

Rikeluan Imperial Knights

7 Port Bernvott 9

The controller's Troops units gain the Deep Strike ability. (Gavarian territory)

Krustav Imperial Knights

8 County of Maxilla

The controller's Troops units count as Cavalry. (Palatinate territory) Maxillan Imperial Knights

9 Caliburnus Defense HQ

The controller gains a Basilisk in their army. Astra Militarum

10 Meresedien City

The controlling player gains a free Bastion. Chaos Marines

11 Mt. Caenhorm Units in the opposing player's army may not Infiltrate or Scout. Chaos Marines12 The Riven The controller's Troops gain the Scout special rule. Chaos Marines13 Moon:

WaldsteinThe controlling player gains an Orbital Bombardment attack that counts as a Reserve roll. (It can be used multiple times.)

Astra Militarum

14 Moon: Westphalia

The controller gains 3 Quad Guns in their army. Chaos Marines

15 Moon: Brunswick

The controller gians 2 Icarus Lascannons in their army. Chaos Marines

Special Rules:

Noah VII is a Knight world. Any army which owns a territory on this planet may use a Knight in a fight on Noah, but Imperial Players fighting in (or while using a Gavarian or Palatinate territory) MUST include a Knight, which counts against their points allowance.

Defenders [Army]Factions [Army]Invaders [Army] Iron Warriors War CouncilThis is a Knight World. At the current moment, it is fighting a sustained invasion from Elsinore. The war has gone on for ten years, and many wonder why neither side has managed to conquer the other. The Knight families complain that the planet is not being sufficiently reinforced, while the Sector’s government claims that the war is unnaturally extended by the infighting between the families. Still others suggest that the war is deliberately being extended for some unknown reason…

System

Nod

# Territory Rules1 Capitol: Go-

remThe Controller may include a Fortress of Redemption in their army.

2 The Sacred Ground

The first time an Independent Character dies, they come back as a reserve unit.

Tyranids

3 The Vacant Plains

After sides are chosen, the controller may remove one piece of terrain in the opponent's deployment zone, and one piece of terrain in no-man's land if they so wish.

Tyranids

4 Mount Bachee The controller may add 6" to the range of all of their weapons. TyranidsSpecial Rules:

Battles on Nod should contain no buildings and the only terrain should be hills and rocks.

Defenders [Army]Factions [Army]Control Bonus

The Faction that controls Nod gains +1 to Seize the Initiative rolls.

Although Nod is inhabitable, it is a very nondescript planet, and is considered a dead world.

Page 15: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

Ny-Fenris – Ny (Nu) Fenris is a small low-tech planet that was rescued by the Space Wolves. The Wolves claimed it as part of their empire and have been known to use it as a recruiting world. As a result, there is usually a Space Wolves presence in the sub-sector.Or'glok – This is an Ork world and the headquarters of Waaagh! Glok. However, no one should become attached to the name, as Ork leaders are routinely killed on this planet, either through duels, or through assassination. The assassinations are the result of Imperial machinations, as they attempt to keep the warbosses fighting for control. So far, this strategy has been successful, and the Orks are fighting each other and not invading the Imperium.

System

Oriskany

# Territory Rules1 Capitol: The

KeepThe Controller may include a Fortress of Redemption in their army. They also gain a free Orbital Strike (one use).

Astra Militarum

2 Ashen The controlling player may add +150 points to their army size. Space Wolves3 Clio The controlling player's units add 1 to their Leadership score. Astra

Militarum4 Diskunar The controlling player may add +150 points to their army size. Astra

Militarum5 Eldar Ruins The controlling player may re-roll the dice for deployment and adds +1 to

Seize the Initiative.Astra Militarum

6 Oxygen Mega-generators

The controlling player rolls D3 before Deployment. He can choose that many non-HQ enemy units to be put in reserve.

Astra Militarum

7 Taosian The controlling player can treat all allies as Battle Brothers Astra Militarum

8 Sirius The controlling player may choose their deployment zone. Astra Militarum

Special Rules:

Oriskany has low gravity. Run moves are always 6" and Snap Shots taken during the Shooting phase are at Ballistic Skill 2. Jump Troops can move up to 18" in the Movement phase but cannot charge that turn.

Defenders [Army]Factions [Army] Inquisitor Reibach's Ordo HereticusThis is a naval planet going through the first stages of terraforming. At the current time, the only inhabitable area is near the generators. This supports a large city of 9 million people, mostly naval personnel. This outpost has been attacked by Dark Eldar mercenaries in recent history.

Rathlox – This is part of the Ork conclave in the west sub-sector. A barren planet, it is home to numerous Speed Freeks cults.

System

Rhea

# Territory Rules1 Capitol:

ElysiumThe Controller may include a Fortress of Redemption in their army. They may also place a forest on the battlefield prior to deployment.

2 Polar Radar Base

The controller may steal the Initiative on a 4+ Space Wolves

3 Caves of Thanatos

D3 of the controller's units may be given the Infiltrate special rule. Ironmen

4 Artemis' Sanctuary

The army may Deep Strike a neutral Monster as a Reserve unit. Dark Angels

5 Vaul's Lair Heavy weapons in the controller's army add 6" to their range.6 The

Glimmering City

D3 units in the Controller's army gain the Eldar's Battle Focus special rule.

7 Apex Pyramid Once turn per game, the controller may impose the Night Fighting rules on his opponent.

8 Kyklops Island The Controller may choose which side for deployment and add +1 to Reserve rolls.

Special Rules:

Rhea has an affinity for growth and life. All models with multiple wounds on both sides gain the It Will Not Die special rule.

Page 16: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

Defenders [Army]Factions [Army]Rhea is a large and lush planet. Similar to the other planets in the Hendrik Anomaly, it is empty of any real population and was apparently abandoned a long time ago for an unknown reason. Adeptus Biologis researchers have taken a great interest in this planet and hope to categorize its life before the inevitable colonization.

System

Sarcus

# Territory Rules1 Capitol:

Gularc Excavation

The Controller may include a Super-Heavy vehicle in their army.

2 The Wasteland

No terrain in this sector, but all units have a 5+ Cover Save.

3 Vidorai Canyons

Each of the opponent's turns, the controller may choose D3 enemy units to take a Pinning test.

Chaos Space Marines

4 Ruins of Albanai

All ruins count as Dangerous Terrain.

5 City of Edmonis

Each of the opponent's turns, the controller may choose D3 enemy units to take D3 Strength 1 hits.

6 The Red Area All characters in the army count as having Master-crafted weapons.Special Rules:

All units on the planet have -1 Toughness.

Defenders [Army]Factions [Army]At some point in the distant past, the planet became the victim of a global thermonuclear war. The plaent became a radioactive wasteland and the few survivors of the war left. Since that time, the planet has been unoccupied as it has been to hazardous to live there. Finally, the half-life of the pollutants is coming to an end and outsiders are starting to take an interest in the planet once more. Although it is still subject to vicious winds and mercurial weather, the world is beginning to recover.Rumors of lost technology and the mystery revolving around the last civilization's untimely demise have piqued the interest of both the Adeptus Mechanicus and the dark powers of Chaos.

Saxneath - This is the homeworld of the Swordbrothers Space Marines. They recruit from a medieval planet and deliberately keep the populace fractious so they have plenty of potential recruits with built-in fighting ability.

System

Sheol

# Territory Rules1 Capitol: The

Palace of Damnation

The Controller may include a Fortress of Redemption in their army. The Controller may also give his warlord a Weapon from a Chaos Relics list from any of their codices.

Chaos Daemons

2 Plains of Plague

The controller's non-vehicle units have Feel No Pain 6+ (Or +1 to their FNP roll.)

Chaos Daemons

3 The Shifting Crystals

The controller's units have a 6+ Invulnerable save. Chaos Daemons

4 Jungle of Lust & Temptation

The controller's units have +1 Initiative Chaos Daemons

5 The Living Abyss

The player can re-roll Reserve rolls and force their opponent to re-roll Reserve rolls.

Chaos Daemons

6 Castle of Khorne

All units in the army have the Rage special rule. Chaos Daemons

Special Rules:

Corruption - The planet is a Daemon World. Each player turn, they roll on the events list from the Chaos Daemons codex.

Control Bonus

Prior to the beginning of a battle, a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex.

Defenders [Army] Blood Puppets Daemon MastersFactions [Army] Zaalmathas' Daemon HordeThis planet is an anomaly as it is a Daemon World that exists outside of a warp storm. The surface is inimical to

Page 17: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

life, as the terrain seems to alter itself in response to intruders. Indeed, there is a suspicion that the planet itself is a living entity. Most factions keep clear of this solar system.

System

Sturmrok

# Territory Rules1 Capitol

Utgard-GronnThe controller receives a Fortress of Redemption and adds 6" to the shooting range of any elevated unit.

2 Orthax Factory

The army receives an Aegis Defense line with a Free upgrade. Orks

3 Gorrak's Outpost

The player gains an additional 1 victory point for each objective held at the end of a battle.

Ironmen

4 Nivellar The player may give Deep Strike to all of his Troops units with no scatter.

Orks

5 Unknown6 Unknown7 Unknown8 Unknown9 Unknown

Special Rules:

The planet is very mountainous, and the battlefield should reflect this through lots of hills and valleys. Using books to create tiered hills is reccomended.

Defenders [Army]Factions [Army]A Death World, Sturmrok has atmospheric issues that make life above the surface extremely dangerous. The air is filled with sulfur, the winds blow rocks and debris at extremely high speeds, and the temperature of the planet is positively frigid. However, the underground consists of a labyrinth of tunnels and it is here where the people of Sturmrok have entrenched themselves in order to survive.

Tau Ship – The Tau attempted to create a more powerful engine for their ships that would enable them to cross through systems quicker. Unfortunately for them, this experimental engine shot this colony ship across the galaxy. The leaders of the colony ship are divided in how to proceed. Half of them want to find a way to cross the gulf back into Tau space, while the other half believes it is impossible and is urging them to colonize a local planet as a vanguard for the Tau Empire.Tuco - This planet is largely ignored by the Imperium. It used to be a mining colony, but has long since run out of ore. It was abandoned after running dry, and is now home to all sorts of drifters and people who generally prefer to live free of the Imperium, or seek to avoid its notice. The planet's population of 30 million is scattered throughout small towns as they eke out a living on the scraps still available to its residents.Trani-Primus - Trani is a Hive World with 38 billion people living on it. Although the planet is a great source for military manpower, the sector does not benefit from it. Most of the regiments raised on Trani-Primus are sent to the ongoing war in the Armageddon sub-sector.Valkor – This is an Ork world. This is the staging grounds for all the Ork invasions in the sub-sector.Velt – This system contains an asteroid belt which is home to several piratical forces that use it as a base.Vishnu – Vishnu is a shrine world and home to the Winged Saviors Sororitas convent.Ursa – Ursa is an oxygen-rich Death World. The planet is host to numerous large creatures with varying biological advances. The native fauna makes colonization of this planet just as difficult as the volatile landscape.Webway – This particular Webway leads to Commoragh and has been a hub to slave trading throughout the sub-sector. It is home to the Dark Eldar and to the pirates who trade with them. Recently, its existence has been discovered by the Imperium, but they have not yet made a move against this territory. The gate itself is situated inside of an asteroid belt composed of the remains of a dead planet.

2014 - 2015 Battles

Page 18: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

Battle

Location Winner Score Loser Score

1 Farstone McKenna’s Inquisition 10 Kestenbaum’s Chaos Marines 62 Ascalon Kestenbaum’s Chaos Marines 11 Wasserman’s Hive Fleet Leviathan 33 Sarcus Kestenbaum’s Chaos Marines 12 Wasserman’s Hive Fleet Leviathan 84 Andredoria Bishop's Chaos Marines &

Daemons13 Bishop's Blood Angels/Astra

Militarum12

5 Iberia Kestenbaum's Khorne Daemonkin 13 Griegel's Dark Eldar/Maurice's Iyanden

8

6 Dracul Kestenbaum CSM/Mackenzie Tau 10 Wasserman Hive Fleet Leviathan 107 Elsinore Jordan’s Space Wolves 10 Kestenbaum’s Chaos Marines 48 Ascalon Justin Betsch’s Khorne Daemonkin 6 Wasserman’s Hive Fleet Leviathan 59 Farstone Jordan’s Wolves/McKenna’s

Inquisition27 Kestenbaum’s Chaos Marines 10

10 Kabullah Posner's Grey Knights/Honnik's TauPisano's Marines/Griegel's Eldar

23 Betsch's CSM/Sean's NecronsZion's Necrons/Spaar's Tyranids

23

11 Rotondi's Adeptus Mechanicus 13 Betsch's CSM 012 Connor’s Space Wolves

Griegel’s Dark EldarKestenbaum’s Space Marines

25 Wasserman’s Hive Fleet Leviathan 16

2012 - 2014 BattlesBattl

eLocation Winner Score Loser Score

1 Rotondi's Shadow Pox CSMAlex's Shadow Pox

6 Christian Garvey's NecronsTyler Paske's Space Wolves

0

2 Jake Okoshi's Orks 15 Dylan's Tau 13 Rotondi's Shadow Pox 21 Evan Jachzel's Eldar 24 McKenna's Inquisition 12 Evan Jachzel's Eldar 25 Connor's Space Wolves 18 Jake Okoshi's Orks 06 McKenna's Inquisition 23 Dylan's Imperial Guard 17 Dylan's Tau 8 Jake Okoshi's Blood Angels 78 McKenna's Inquisition 15 Rotondi's Tyranids 39 Rotondi's Dark Angels 20 Justin Betsch's Eldar 4

10 Alex Casiano's Tyranids 9 Dylan's Space Marines 711 Rotondi's Shadow Pox 8 Dylan's Space Marines 512 McKenna's Inquisition

Dylan's Space Marines25 Rotondi's Dark Angels

Justin Betsch's Dark Angels9

13 Connor's Space WolvesSteve Smitkovski's Dark Angels

21 Zeke Maben's Chaos MarinesRobert's Chaos

14

14 Vlad's Imperial Guard 12 Justin Betsch's Eldar 015 McKenna's Inquisition 10 Jake Oskoshi's Orks 716 Rotondi's Tau 26 Dylan's Space Marines 017 Rotondi's Dark Angels 9 Jacob Fruchtman's Orks 718 Chris' Imperial Guard 12 Robert's Chaos 319 Vlad's Imperial Guard 20 Justin Betsch's Chaos 020 McKenna's Inquisition 13 Justin Betsch's Imperial Guard 721 Rotondi's Dark Angels 19 Evan Jachzel's Eldar 322 Vlad's Imperial Guard 6 Justin Betsch's Imperial Guard 323 Justin Betsch's Tyranids 9 Ethan Posner's Grey Knights 324 Jake Okoshi's Orks 5 Rotondi's Eldar 325 Justin Betsch's Tyranids 14 Jacob Fruchtman's Orks 526 McKenna's Inquisition 37 Ben Kestenbaum's Eldar 6

Player Army Size Faction Reputation

Betsch, Justin Khorne DaemonkinAstra MilitarumDark AngelsEldarTyranids

3210+100+40+40

Page 19: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

+230

Bishop, Devon Chaos Marines/Daemons 3205

20

Bishop, Justin Blood Angels/Imperial Guard 3120

12

Griegel, Juliette Dark Eldar +240

11

Honnik, Mackenzie Tau 3210

21

Jordan, Connor Space Wolves 3895

Ny-FenrisMontgisard

315

Kestenbaum, Ben Chaos MarinesEldarSpace Marines

3530+60+130

Cretacion Forge Lords 39

Maben, Zeke Chaos Marines +140

McKenna, J.P. Inquisition 4560

Johannus Inquisition Conclave

33

Posner, Ethan Grey Knights +100

7

Rotondi, Matt Adeptus MechanicusDark AngelsEldarShadow Pox CSMTauTyranids

+150+530+30+350+260+30

Wasserman, Garrett Hive Fleet Leviathan 3300

Invidia Tyranid Tendril 30

Blood Angels +70Chaos Marines +30Eldar +70Imperial Guard +50

0Orks +39

0Space Marines +24

0Tau +90Traitor Guard +10Tyranids +90

+140 Cretacion Forge Lords

FactionsCaliburnus Inquisition

Page 20: €¦  · Web viewand the new recruiting world for the Relictors Space Marines. ... a Warlord can roll on the Chaos Boon table from the Chaos Space Marine codex. Defenders

Commander: Inquisitor SargonneFaction Members: Inquisitor – Iehovar Planet - FarstonePlanet - Johannus Planet – Montgisard Planet - Ny-FenrisSpace Marines - Ironmen Space Marines - Space

WolvesDescription - The Caliburnus Inquisition is the unofficial head of the Caliburnus sector. Although the titular ruler of the sector is the High Commander of Antioch, the real control lies behind Inquisitor Sargonne. Most of Sargonne's duties are managing the personalities and wishes of his fellow Inquisitors. His main goal is to keep the peace, and to keep all of them fighting the threats to humanity instead of each other. This is very difficult, because the high council of the sector contains a fair mix of reactionaries, conservatives, moderates, liberals and radicals.

Without a doubt, the most powerful Ordo in the sector is Lord Iehovar's Hereticus faction. Although Iehovar is largely distrusted by his fellow Inquisitors due to his amassing of power, Sargonne keeps him unleashed, as they both have a similar Caliburnus-first outlook, and seek to stabilize the sector.

In turn, Iehovar's personal group contains a mix of different philosophies. The face of his faction are conservative Inquisitors such as Krastian and Montferrat. However, he does shelter some radicals such as Umbra, who perform dirty work for him in exchange for protection

The overall goal of the Caliburnus faction is a practical one. They seek to destroy the biggest threats in the sector (Chaos, Orks and Tyranids), and plan to deal with the other factions once the primary threats have been neutralized.