Warhammer 40,000 NES: The Khwaraz Campaign

Fulton

King
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Mar 5, 2007
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Welcome to the 42nd millennia. As the 41st came to a close, humanity’s future was in doubt. The Imperium of Man, our once great galactic empire, was coming apart at the seams. Savage Orks rampaged through the greatest industrial worlds of the Imperium. Tyranid hive fleet threaten to devour entire planets. The Necrons awake from their ancient slumber to consume the souls of the living. Emerging races fight to take what it ours while dying ones fight to take back what we have stolen.

But these are all the enemies without. They are numerous and dangerous indeed, but they are nothing compared to the enemy within. The forces of chaos eat away at the Imperium from the inside. Corrupting humanity and making weakening our resolve. When they have enough strength, they rise against the loyal followers of the Imperium. The biggest threat the Imperium has faced in the last millennia has been the 13th Black Crusade, the culmination of decades of chaos work. While the crusade has stalled, it has done incredible damage. Imperial forces are thinner now throughout the rest of the Imperium as regiment after regiment is sent to the hundreds of active fronts.

Within all of this turmoil, the forces of chaos have struck once again. They have attacked the moon of Khwaraz. It is not a large moon, nor a populous one. It produces no essential items nor does it have holy significance. It is, however, a hub of sectorwide trade. Should Khwaraz fall, then tens of billions of people spread across a hundred worlds will suffer. Khwaraz must not be allowed to fall.

What few defenders can be spared have come to Khwaraz to fight against the forces of darkness. Will you join forces will the heroes of humanity, or will you be among the immortal disciples of the dark gods?

Choose wisely.

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Every player plays a single army on either the Imperial or Chaos forces. These forces are encouraged to work together to take control of the planet. However, armies may decide to go independent later on, for example, all Slaaneshi players might band together to take the planet for themselves.

There are three armies on each side to choose from. Each has an elite army, Space Marines or Chaos. These contain special forces and other elite troops. They are excellent when used as force multipliers or sent on special missions and can fight larger forces if properly directed and supported. Each force also has a standard army, the Imperial Guard and the Stalinvast Grenadiers. These will make up the bulk of troop numbers. They are essential for taking and holding positions and winning large pitched battles. Thirdly, there are the ‘shadow’ forces: Cultists and the Inquisition. These forces aim to disrupt the enemy, destroying their supply lines, weakening resolve, and rooting out infiltrators from the other force. These are your six choices.

Supreme Commanders are a possible seventh choice that will only be used if we get enough players to warrant them.

History
Spoiler :
Stalinvast was once the engine of the Curmandian sub-sector. Every major chartist ship docked at her spaceports. Millions of tons of cargo passed from one ship to another. The most powerful hives of the planet were dedicated to trading the cargo of these great ships between captains and each other.

A hundred years ago, in M41.003, a xenos taint was purged from the underhives by the Emperor’s loyal inquisition. But the Inquisition was not all loyal. One inquisitor, Jaq Draco, declared exterminates on the planet due to his belief in another supposed infestation. Stalinvast was purged of all life by virus bombs. Tens of billions died. Other inquisitors disputed Draco’s decision. Draco was declared excommunicate traitorous for his crimes, but one life could not buy back the billions of dead in the virus bombing, or the millions who would die from shortages in the coming years throughout the sub-sector.

Trade was greatly disrupted for a time. But the invisible hand works in its own mysterious ways and the vacuum was filled. Stalinvast’s moon, Khwaraz, took the place that Stalinvast once held. Today, the Khwaraz economy is focused mainly on servicing chartist ships and

Previously, Khwaraz was a largely agricultural moon that helped to feed the masses of Stalinvast. It was dominated by the competing states of Lodos and Greater Bahalia. Both of these states, and the three states of Dio, Wei, and Hakan (the most powerful state in Lesser Bahalia) are known as the Elector states. These electors choose the leader of one of their nation-states to rule as ‘planetary’ governor of Khwaraz for a four year period. For the past two millennia, the rulers of Lodos and Greater Bahalia have controlled the position through bribing or threatening the lesser states.

As a result of the change to the system, and sub-sector, economies, the politic landscape of Khwaraz is undergound great changes. Lodos and Bahalia, who controlled the best agricultural land and the largest states, have lost a great deal of their power to up and coming states. Dio is now the rising power of the moon thanks to their drive to industrialization. Massive forced population moves to newly built spaceports and hive cities has given Dio a great lead in the race to produce consumer goods for export. Wei has followed Dio’s lead, hoping to catch up.

Regions that hope to feed the forges and factories of Dio and Wei have also seen their stars rise. Hakan has united Lesser Bahali under the banner of Princeps, their fossil fuels feeding the fires of industrialization. In the southern tundra, the hundred tribes of the Wuzzak have united and overthrown their Lodos overlords, forging an alliance with Dio and Wei in exchange for access to the vast mineral wealth of the tundra.

While the states of Khwaraz squabble and bicker, something sinister has evolved on Stalinvast. The virus bombs used to exterminate the planet were ancient weapons. The life eater virus contained within had degraded in some of the bombs. In some, the virus was completely inert. Still, the virus annihilated more than 95% of the population and 80% of the plant and animal life of Stalinvast.

Those few who survived huddled in the depths of the underhives, or in remote communities. With such a massive disruption in the food chain, every ecosystem that had not yet been destroyed by the hand of man collapsed. The planet’s surface became a massive dustbowl. Those who managed to scavenge food and fuel enough to make the journey fled to the hives. The hives became a battleground as millions of starving wretches battled ever deeper in search of sustenance.

But there was hope for the refugees yet. From the planet’s capital came their savior. The virus bombs had come less than a month from the tithing ships that would take away the a dozen regiments of Imperial Guard from the world. A portion of those Guardsmen, the Stalinvast Grenadiers, survived. Led by General Lorne, a scion of the planet’s governing family, the Grenadiers claimed the capital. Under draconian rule, Lorne organized the survivors. The remainder of the planet’s food was recovered. The depths of the hive were sealed off from the outside world. Those who survived were forced to work fourteen hour days building crowded habs and algal hydroponics facilities.

It was a harsh life, but the people survived. They hailed their savior and under his leadership the Grenadiers moved on to hive after hive, claiming them and instituting their harsh rule on the dead and dying.

Lorne had led his men into the depths in the weeks before the apocalypse that rocked his homeworld. He had fought beside Inquisitors Obispal and Draco. He knew the taint of the xenos had been purged, yet they had destroyed his world and everything he called about regardless. He hated those men and everything they stood for: the Inquisition, the Imperium, even the Emperor himself. His hatred consumed him. The Imperium was easy target for the survivors to direct their rage against. Lorne transformed the planet’s remnant into a populace dedicated to one thing: vengeance.

For a hundred years General Lorne has ruled Stalinvast from beneath the surface. Though the survivors number barely ten million, less than a thousandth of the pre-virus population, the state is entirely devoted to war. Two million warriors, led by Lorne’s rebuild Grenadiers, stands ready to enact his vengeance. The first step is Khwaraz.

For ten years, those of his people who remain unmutated by their rage have infiltrated Khwaraz society. They have encouraged the wars that divide the planet and established vast cults across the face of the moon. From the void come unspeakable allies united in their hatred of the Emperor.

The Stalinvast Grenadiers and their unholy allies stormed across the surface of Khwaraz. The PDF was helpless to stop them. Within the span of a few short months fully half the planet had fallen under the sway of Lorne and the dark gods the new served.

But there is hope for the Imperium. The PDF has rallied, the Electors have declared a united front, and now, six months later, the first reinforcements have arrived. The shadow war become real, the Inquisition were the first to move. Reinforced by their elite combat wings the Holy Inquisition stands ready to purge the taint from this world. The endless legions of the Imperial Guard, the backbone of the Imperium, have come to free the world by force. The elite of the elite, the Emperor’s Space Marines have come to act as the hammer to the Guard’s anvil of the Inquisition’s scalpel, ready to slay their own fallen brothers.

It is up to you to decide the fate of millions. Will you take up the mantle of the Imperial Guard and defend the Imperium? Will you join with General Lorne and avenge the wrongs done to your people? Are you a god-like Marine, worth a hundred of the enemy, or are you an angel of dark, a fallen marine ready to bring down the false Emperor? Will you fight corruption as a loyal Inquisitor, or will you tempt the people of Khwaraz with promises of ultimate power and life everylasting?

Choose wisely.


Nation states:
Spoiler :

Khwaraz is divided into seven major states. Five of them, the electors, choose the planetary governor every four years. The current governor is Premier Ianto Bakal of Greater Bahali.

Dio
For most of its history, Dio was held in low esteem, barely the equal of Hakan. Only the determination of her people and the intelligence of her leaders has allowed Dio to survive. The leaders of Dio saw their chance to rise upon seeing Stalinvast’s destruction. Dio’s unified leadership forced their country down a path of rapid modernization and urbanization. This led to a transformation of the country into an industrial powerhouse. Taking advantage of Lodosian arrogance and preoccupation with fighting rebellions, Dio invaded and conquered large swathes of Lodosian territory, freeing the serfs and forcing the nobility into servitude. However, the costs of rapid industrialization and the forcing of millions into proto-hive cities have led to a powerful resistance movement within the once united nation, many of whom have turned to the dark ones for the power the overthrow their conquerors.

Principality of Wei
The people of Wei have a long history of being second best that grates on citizen and politician alike. Until the Bahali invasion, Wei was the second strongest state on Khwaraz. The Wei suffered greatly in the invasion, losing large swathes of land. Despite attempts to expand at the expense of the smaller state of Dio, Wei suffered many humiliating defeats. Now, given the chance to surpass the other nations of Khwaraz, Wei is playing catch up to Dio. Unlike the other nations of Khwaraz, the government of Wei has not stayed true to the Emperor. The Prince of Wei himself has turned to chaos!

Imperial Lodos
The Lodosians are a proud people. Once the lord of two entire continents, the Imperator can trace his lineage back more than ten thousand years to the time of the Great Crusade. Lodos is a feudal realm based on agriculture. A mere millennia ago Lodos was the largest, most populous, and most prosperous realm on Khwaraz. With the loss of the eastern provinces and the southern continent, Lodos’ ancient feudal structure is on the brink of collapse. Rebellion and corruption come from the masses who yearn to overthrow their oppressors as well as from nobles who know they would do a better job of holding together Lodos than Imperator Jourdain.

Greater Bahalia
To the Bahali, the state is simply known as Bahalia. The Bahali were a nomadic people from beyond Imperial control who invaded this system during the Age of Apostasy. After conquering nearly a third of Khwaraz and a fifth of Stalinvast itself, the planetary governor made peace. The Bahali were quickly converted to the word of the Emperor by Ecclesiarch missionaries. The Bahali are a pragmatic people, quick to adopt new things and adapt them to their unique culture. Though they face many challenges, the Bahali are prepared to do what they need to do to match the rising powers, unlike the crumbling Lodos. Heresy crosses all layers of society among the Bahali.

Lesser Bahalia
The Bahalian Union is a federation of former vassal states of Greater Bahalia. With the rise of Dio and Wei, Hakan and other lesser states quickly rose in prominence, sending vast amounts of fuel to feed the demand of the industrializing states. Hakan began to assert its dominance of the other states eventually becoming the leader of a loose federation of states. Rather than fight, Greater Bahalia used Hakan as a puppet to keep the other states in line. Today, the two Bahalias form a united front against the other states. However, many of the lesser states have turned to dark powers in order to assert their own independence.

The Niaoma:
The Niaoma, unique amongst the people of Khwaraz, have never bowed down to an elector state. The Niaoma are a fierce, independent, and private people. They inhabit the equatorial jungles of the largest contienent between Wei and Greater Bahali. The Niaoma have been untouched by the death of Stalinvast. Of all the Imperium’s organs, only the ecclesiarchy has any presence within Niaoma lands. As far as is known, the Niaoma are alone is having avoided the infiltration of Lorne’s cults. This has not spared them invasion, however, and their forced isolation may be at an end.

Wuzzak Confederacy:
The Wuzzak Confederacy is a union of the hundred tribes of the south. Lodos conquered the hundred tribes millennia ago by player their petty rivalries off of each other. Over the course of centuries, the southlands were largely ignored by Lodos. The Wuzzak fought a determined but futile low-level war of resistance. Lodos held on for the same of prestige. That is, until Dio launched their invasion of eastern Lodos. The Wuzzak, finally united by a charismatic young leader and supported by Dion weapons, finally won their freedom. Of all the nations of Khwaraz, the Confederacy has changed the most. The coastal tribes rapidly industrialized. The coastal tribes subjugated the weaker tribes of the tundra, who lacked the technical capability, wealth, or population to develop their land. The tundra tribes were forced into the mines to feed the growing demand of Dio and Wei. The minds of these miners fell prey to the whisperings of the dark gods. The Wuzzak capital is the port of Comesh.


Stories
Spoiler :

Stories are essential to this game. In my opinion, a game exists to provide a backdrop for stories. Players who write frequently and well may find their forces rewarded through random events or improved luck. Story quality counts for more than story quantity.

A friend of my once said, “Charles Dickens would be unstoppable in one of my games. A player who shows good sportsmanship, and posts frequent engaging stories could stop an armoured column with a boy scout troupe if the player of that armoured column was a douche who never wrote anything public.” I follow this philosophy.

Feel free to have fun with your stories. I have seen the players on this board come up with amazing things. In my own games I have had players write poetry, chronicles, and the unknowable mind-chatter of the tyranids. So have fun, explore, and try new things!

I reserve the right to kill or wound any character who commands a battalion or regiment. These characters are also susceptible to strategies like assassination. A good way to protect these characters is good storytelling (If a character is very important to a player’s stories, then I will wound them in a successful assassination, rather than kill them, for example.
 
Orders
Spoiler :


Orders should be divided into four sections. Orders will be processed in the order they were received. Orders that come in earlier will be enacted more quickly, but there will be less time for thought and planning.

1. Requisition

You may spend Requisition on the following things:

i. Requisitioning new Regiments

You may requisition any number of new regiments up to the maximum laid out in your army list.

ii. Deploying

You may pay a formation’s requisition cost to deploy it to a valid deployment region. It may then move in this turn. You may only purchase units allowed by your Regiments and army list. There is no limit to the number of allowed formations you may deploy.

iii. Paying Upkeep on existing units

Every unit has an upkeep cost. Add up the upkeep of each unit you have deployed in the field at the beginning of the turn and pay that amount of requisition. I will not add up your upkeep for you. Underpaying upkeep on purpose will weaken your forces. You will need to tell me what units you are not paying upkeep on.

Only those units that can draw a line of territories that are either held or contested by friendly troops from their position to a reinforcement point need to have their upkeep paid. Units that cannot draw this line as considered ‘out of supply’ and will lose combat effectiveness.

Being caught underpaying upkeep without informing the moderating will result in dire consequences.

iv. Buying Strategies

Occasionally you will find that your allotted strategies are not enough to support your forces. You can purchase more Strategy Points for the cost of 1 Strategy Point per 10 Requisition. You may not buy more than 4 Strategy Points per turn in this way.

v. Building Fortifications

You may devote as much requisition as you want to fortifying a location. You must declare which region these fortifications will be deployed to. Requisitioned fortifications include things like tarantula turrets, deployable Imperial firebases, dragon’s teeth, tank traps, barbed wire, etc. Chaos forces have their own, more horrifying, versions of these fortifications.

vi. Miscellaneous Expenditures

Miscellaneous expenditures covers any other use of requisition that you can imagine. For example, you could devote 10 requisition to the deployment of ‘daily prayers’, prayers to the Emperor written on nourishing, edible paper over an enemy held city. Be creative.

2. Strategies

Every army has a set number of Strategy Points. These Strategy Points may be spent freely from that army’s Strategy list. Additional Strategy Points may be acquired through requisition. Additional free strategies may become available thanks to certain formations. Certain formations will also add Strategies to your strategy list.

You should include in your orders what you are spending your Strategy Points on. Unused Strategy Points cannot be saved from turn to turn unless you purchase the Delay Strategy. Mention which Strategies you are buying and where/how they will be used. If they are to be used in battle, then make sure to include the Strategy in your battle orders as well.

3. Formation Orders

Units that are involved in combat in the same region should be listed together. You may list formations together as an army with orders that cover the army as a whole. These orders are just a guideline, you can give details to enhance these general orders. For example, you might give two battalions an “Attack” order. Details supplied along with the order might note that the attack will be conducted slowly and carefully using a creeping artillery barrage, or they might note that battalion one will screen battalion two as conduct a charge across no man’s land.

i. Rest

Units ordered to rest must not be in a region containing enemy formations (excepting inactive cult units). Units that are resting have a good chance of recovering morale and a small chance of recovering from casualties.

Units that are at rest who come under attack may still recover, but will fight at a slightly reduced effectiveness. Units that have been given a rest order can also be given backup orders, like withdraw or defend, in the event that they come under attack.

ii. Fortify

Units can fortify any position they are currently in. Units can fortify their own region to a small degree for free, creating trenches, traps, and other low-level defenses using local materials. These field fortifications can be combined with requisitioned fortifications.

iii. Move

Units can move a number of regions equal to their movement. If in their movement they contact an enemy formation under any order except withdraw, this movement will stop and the moving formation will count as attacking the formation that blocked it. Inactive Cult formations do not block movement.

Tundra and forest terrain can be traversed at a rate of 1 region per 2 movement.

Mountain and jungle terrain requires 3 movement for each region crossed.

Regardless of movement score or terrain type, all units are able to move at least 1 region each turn.


iv. Attack

Formations may attack by entering a region containing enemy formations. Units that are in a region containing enemy forces will automatically attack unless given specific orders to the contrary.

v. Defend

Defend is useful to hold strategic regions and protect flanks. Formations who are defending receive a small combat bonus when they attacked. Formations who are given no orders will automatically defend.

vi. Withdraw

Formations with withdrawal orders will retreat to a specific direction if attacked. If given no specific region to retreat to, they will withdraw to the nearest friendly city or formation.

vii. Move to Reserve

You may move any formation that is not involved in combat to your reserves. This unit will join the Imperial Fleet or return to Stalinvast, effectively removing them from the theatre of war. These units will rest and recuperate. Their experience will be preserved and they will slowly recover all damage, morale, etc and have all heresy or infiltration removed. These units will eventually be available for redeployment after a significant period of time.

Cult formations, with the exception of daemons, can never be moved into reserve except by act of mod. Units that become available due to Strategies, such as Milita, Rebels, Mobs, Conscripts, etc. cannot be moved into reserve.

You may also remove entire regiments from the Khwaraz system is you find it necessary.

viii. Miscellaneous Orders

Players are encouraged to use creativity in their orders. There are likely to be many other orders that can be given, limited only be common sense and imagination.

4. Miscellaneous

Any orders that don’t fit in the other three sections can be contained here.
 
Requisition
Spoiler :

Rather than use a complex economic system that will bog me down and slow the game, I am using a system inspired by the Dawn of War system of unit procurement.

Rather than have your armies operate as national leaders, which they are not, they will actually act as armies. You do not make money or produce materiel in this game. You procure reinforcements, equipment, strategic assets, etc. through the ability of your command staff to ask, beg, cajole, barter or even blackmail the Imperial bureaucracy. In the case of chaos armies, this represents the favour of the chaos gods. Whatever the source, the power you answer to rewards results. Success will result in greater resources becoming available to you.

Every army has a number of requisition points which they can use to buy starting forces. Every army will also receive a set amount of requisition every turn. This number will begin at 100. Victories will result in temporary raises to your requisition. Losses will reduce this number. Major victories may also give you a smaller permanent benefit. If your force manages to conquer a national capital it may receive a one turn bonus of 20 requisition and a permanent bonus of 2. Major losses can also permanently lower your requisition. Requisition can never fall below 100.

Requisition is used for a number of different things, most notably:
- Convincing your superiors to bring new Regiments into the system
- Deploying new Battalions from those Regiments
- Recruiting from the local populace or the Immaterium
- Buying Strategies
- Building fortifications
- Miscellaneous uses at the discretion of the players.

Unused requisition carries over to future turns.


Active and Inactive Units
Spoiler :

Certain units have the option to become inactive. When units are inactive, they can act as conduit units but otherwise cannot fight. While inactive, these units will remain hidden unless discovered by enemy units or strategies. If inactive units are discovered and attacked, they will fight as significantly reduced effectiveness. Specify if a unit is going to go active or inactive during a turn. Units may become active at any time. They may only become inactive safely if they are in uncontested territory. If they are in contested territory, may suffer additional damage.

Units that can go inactive include:
- All cult units except Daemons
- Inquisitorial Task Forces
- Acolyte Networks
- Scout Companies
- Deathworld Infantry


Reinforcement
Spoiler :


New Formations

New Formations are acquired through requisition. There are two types of formations. First, there are the individual battalions that you field. These may be called Battalions, or they may Companies, Hordes, Hosts, Cultists, etc. These are the units that are large enough to operate independently.

Second, there are larger formations known as Regiments. Regiments may be actual regiments, or they may be Chapters, Convents, Cults, etc. In any case, they represent a number of Battalion strength formations with similar history, battle tactics, homeworld, etc.

Most armies have to buy access to a Regiment before they are allowed to buy specific Battalions. Imperial Guard, for example, must requisition a Chapter before they can deploy a Caompany from that Chapter to Khwaraz. If your army uses Regiments, then you may purchase up to the maximum number of Battlalions allowed within your purchased Regiments.

You may deploy as many formations as your army and regiments allow. Each formation has a cost to requisition it paid on the turn it is deployed and an unkeep cost used to obtain supplies for the unit. Failure to pay this upkeep will result in the unsupplied troops becoming significantly less effective in battle and reduced morale. The longer a formation is unsupplied, the worse it will be in combat. Daemons that do not have their upkeep paid will disappear.

Deploying New Formations

Chaos players can bring on new formations from gates or through the strategy Fleet Action: Orbital Insertion. Daemons can only enter using Daemon gates. Imperial formations may arrive through spaceports or through the strategy Fleet Action: Orbital Insertion. Cultists have special rules for deployment. See their army list for details.

Reinforcing Existing Formations

In addition to deploying entirely new units, you may also reinforce existing, damaged units. Units not engaged in combat at the beginning who are given the order to rest may be reinforced for the following costs:

Light to Undamaged: 20% of unit cost
Medium to Light: 20% of unit cost
Heavy to Medium: 30% of unit cost
Extreme to Heavy: 30% of unit cost

There is no limit to the amount of damage that you can recover from using requisition in a turn when at rest. In addition, a unit at rest has a small chance of recovering from damage by one step. For the first turn of rest, this chance is 10%, for subsequent turns, it is 20%. Only one level of damage may be healed in this way each time a unit is damaged. Only units that can draw a line of friendly held or contested territories from their position to a reinforcement point may be reinforced.

If a unit is engaged in combat or has orders to do anything but rest, then only one level of damage may be repaired each turn. The costs are also raised to the following:

Light to Undamaged: 20% of unit cost
Medium to Light: 25% of unit cost
Heavy to Medium: 35% of unit cost
Extreme to Heavy: 50% of unit cost

Experience Loss

There is a chance that a unit that is reinforced will lose some of its experience. A roll is made against a number. If this role is a failed, then the unit losses one level of experience. This cannot happen to Marines or Daemons. Below is a table listing the percent chance that a unit will lose experience when reinforced:

Veteran:
Light – 0%
Medium – 10%
Heavy – 20%
Extreme – 30%

Elite:
Light – 10%
Medium – 20%
Heavy – 30%
Extreme – 50%


Experience:
Spoiler :

Many factors determine the quality of a soldier. Equipment, training, zeal, discipline. Among the most importance factors is experience. Unlike the other factors, it cannot be bestowed, bought, or acquired through training. Experience Is only gained on the field of battle. Most regiments involved in the Kwaraz campaign are on their first deployments. They have been through endless training drills on their Imperial home worlds, or else suffered through the endless hell of an upbringing on Stalinvast. There are four levels of experience in the game:

Green – This level represents soldiers who have been given training and sent into the field. They are untested and unskilled in battle. Though they may have the makings of good soldiers, they have not been hardened yet. This also represents untrained warriors like conscripts and cults.

Regular – Regular troops are soldiers who have either proven themselves in the heat of battle or undergone extensive training. They have learned how to work together to overcome the challenges of war and have learned how to survive. The bulk of the forces on Kwaraz are regulars.

Veteran – Veteran soldiers are the survivors of countless battles. They have been through the worst that the galaxy can throw at them and survived. They are often highly loyal to their comrades and trust each other completely.

Elite – Elite warriors in the 41st millennia have fought for decades, perhaps even centuries together. They are handpicked warriors who can be relied upon to bring victory. This represents the pinnacle of human warfare, such as Space Marines, as well as inhuman things like Daemons.

The better the experience rating, the better the unit will perform. Experienced units are better fighters, better survivors, and better able to exploit enemy weaknesses. They are not necessarily more motivated or loyal however, though an experienced, zealous force is nearly unstoppable.

Space Marines, Chaos Space Marines, and Daemons formations (except Space Marine Scouts) are considered to have Elite status. This has no effect on the cost of those formations.

Units gain experience through battle. The tougher and longer the battle, the more likely the unit is to gain experiences. Experienced units may suffer a loss of experience when reinforced, as green soldiers replace more experienced casualties. For more details, see the Reinforcement section.

Where prices are listed for formations, the costs listed are for regular experience formations. Green formations cost 75% of this number. Veteran forces cost 150%. Elite forces cannot be purchased.


Morale
Spoiler :

Morale can be summed up as the motivation level of your soldiers. It includes such things as discipline, the influence of commanders, religious zeal, exhaustion level, and any number of other factors.

The default morale for Space Marines, Chaos Space Marines, and Inquisitional Task Forces is Zealous. Daemons and Grey Knights always count as Fanatical, their morale can never be reduced. All other units have a default value of confident morale.

Morale can change as a result of many events. The most common reason will be the results of a battle. Victory may raise morale. Defeat may lower it. Strategic Assets may raise or lower morale. Important global events likes the liberation of an entire nation or morally important city may raise morale. Many other factors may also influence morale. While most units have the same two default levels, some units are more likely to suffer morale damage than others. For example, Savlar are more likely to lose morale than are Cadian.

There are several states of morale:

Fanatical – Formations at this level have been completely overtaken by their eagerness to fight. They are highly motivated, highly dangerous, brave, and foolhardy. Fanatical units may engage the enemy on their own initiative or refuse orders to withdraw from combat. Fanatical formations are highly resistant to enemy subterfuge.

Zealous – Zealous formations are eager to fight the enemy. They will follow all but the most suicidal of orders and will take more damage before they retreat. Zealous units are more resistant to enemy subterfuge.

Confident – Formations at this level can be relied upon to fight well. They will retreat when a battle is lost or casualties are too great.

Shaken – Formations at this level have lost their confidence. They will not fight at their full potential and are more likely to withdraw from combat. Shaken units are more susceptible to enemy subterfuge.

Broken – Broken formations have had enough of fighting. They will attempt to disengage with the enemy at the earliest opportunity. They are unlikely to follow orders that will send them back into combat. Broken units are more susceptible to enemy subterfuge.

There are also two special states:

Mutinous – Mutinous units will refuse all orders they are given except those to rest or more away from the front. Mutinous troops will often make demands of their commanders. Space Marines and Inquisitors will never become mutinous.

Scattered – Scattered units have been broken up by the enemy. The formation cannot fight as an effective force until it has recovered. The formation has a chance to lose morale for every turn it is scattered. Scattered units will only obey orders to fallback or rest.

Recovering Morale:
The simplest way to recover a formation’s morale is to rest that formation. If a formation is rested for one turn, there is a 50% chance that its morale will raise one step closer to its default. If a formation is given subsequent turns of rest, then its morale will automatically raise by one step until it reaches its default level. Other factors may help the formation recover. Requisition spent on the formation in the form of extra rations or entertainment, certain Strategic Assets, certain commanders, etc. can all help raise morale.

Recovering from Scattered:
Units that are scattered automatically return to normal status if they are given a turn of rest. Sometimes units will be able to recover from being scattered if there are no enemy units nearby.

Recovering from Mutinous:
Commanders with mutinous formations have several options. One option is to give in to their demands. Another is to kill the leaders of the mutiny. A third is to attack the mutineers until they submit or are destroyed. Inventive commanders may find other ways to deal with mutiny.


Initial Deployment
Spoiler :

The Chaos supreme commander, in association with his colleagues, will determine the location of several chaos portals. Chaos may place 4 gates. There is also a free gate in the Wei capital and another in the Wei region of Xi'an. Chaos portals may not be placed in Niaoma territory. Only 1 may be present on a capital city and only 1 on a spaceport.

The Chaos and Imperial players then determine where they will deploy. Chaos players may deploy within 2 regions of any gate or anywhere in Wei territory. The Imperial player may deploy anywhere within 1 region of any spaceport, or anywhere in Niaoma territory. They may not deploy in Wei territory or in a region that contains a gate.

Cult players may deploy in any non-spaceport or Niaoma region. Inquisition players may deploy in any non-gate or Wei region.

The supreme commander will send a list of formation locations once they have sorted out their plan. Please include the following information in the following order for each formation:

Controlling Player
Regiment type, name and/or number
Battalion type name and/or number
Region
 
Supreme Commanders
Spoiler :

Once there are 5 players for both the Imperium and Chaos, the mod will appoint a Supreme Commander from a list of candidates. If you would like to be on the list of candidates, note this in you sign up for the game.

The Supreme Commander does not play as a traditional player does. Commanders have very few forces their command, sometimes only a single battalion-sized formation. Supreme Commanders have other responsibilities besides combat.

Supreme Commanders have the following responsibilities:
1. To co-ordinate the actions of players on their side.

The supreme commander is responsible for organizing their side’s actions for the coming turn and resolving disputes. The Supreme Commander’s order should include a rough outline of the operations to be conducted by their side during this turn and the players involved in each operation. This will make things easier for the mod and ensure that he does not miss any important operations.

2. To allocate their requisition and strategy points to other players in their side

Supreme Commanders have 100 Requisition and 5 Strategy Points to allocate to other players in any way they see fit. The Supreme Commanders may also use these for their own ends, although their options are severely limited.

In addition, it is the responsibility of the Supreme Commander to assign any Strategies acquired through the control of strategic regions on Khwaraz (i.e. the ‘Naval Movement’ Strategy for holding a port) to players on their side. Supreme Commanders may also use these for own purposes.

3. To direct planetary defense forces across Khwaraz

The Supreme Commander has significant influence over the actions of PDF commanders, just as they do over the actions of player controlled commanders. The Supreme Commander can give broad orders covering the militia in various theatres of war. For example, the supreme commander might order PDF to heavily support an offensive into Eastern Wei. Keep in mind that the more theatres you commit your PDF to, the less effective they will be. If the PDF only has one major offensive to support, it will have a much larger impact than if the PDF is spread over four different offensives.

4. To write stories featuring the high command and other interesting topics

This is possibly the most important aspect of the Supreme Commander. The Supreme Commander does not have to micromanage a dozen battalions, instead, their attention can be devoted to writing stories about the supreme commander of this theatre of operations themselves. This opens up the possibility of stories about other high-level characters, such as Imperial Navy officers.


Choosing your Commander

You get to chose who your commander will be. This is done in conjunction with the mod to fit the scenario. Please avoid characters in Games Workshop fiction.

For imperial players, there are many options. The most likely choice is an Imperial Guard officer of some sort. Other possibilities include high ranking Inquisitors, Space Marine Chapter Masters, high ranking Khwaraz PDF officers (i.e. the planetary governor or the leading general of one of the major powers). These characters can have personalities tailored to your liking, unless they are native Khwaraz officers.

Chaos players also have many fun choices to explore. The most obvious are General Lorne and the Prince of Wei. Other options include Chaos Space Marines, high ranking Stalinvast Grenadier officers, and Daemon Princes.


The Headquarters Unit

Depending on the choice of supreme commander, a different headquarters unit will be given the supreme commander. This unit will give a significant morale and effectiveness bonus to any units in the same region as it. It will also give a small bonus to friendly units in adjacent regions. You may deploy the Headquarters unit at any time for the cost of 20 Requisition and an upkeep of 5. You may decide to return this unit to the reserve as you would a normal unit.

Keeping the headquarters unit is reserve is sometimes a good idea. Damage to the Headquarters unit may result in the injury or death of the supreme commander. The death of the supreme commander or the destruction of the headquarters unit will result in a significant penalty to ALL friendly units for the next turn.


Imperial Guard:
Spoiler :

Imperial Guard players may have up to 4 regiments in their force. No more than 2 of these regiments may be Artillery or Armoured Regiments. They may have a total of maximum of 12 battalions in play at a time. Each regiment has a specific number of battalions available in each regiment. Only those battalions allowed by your purchased regiments may be fielded. Certain regiments have specific bonuses under specific conditions, see their description for details. Players start with access to one regiment for free. Additional regiments cost 100 requisition.

Battalions:
Regiments are made up of the following battalions in differing amounts. Depending on the troop type, they may actually be divided by Squadron, Company, or Battery. When these rules refer to battalions, it refers to all four types, not just those labeled battalions. Troops are bought by battalions. Battalion costs vary by experience. The costs listed below are for regular battalions. For 75% of the cost, you may, purchase green battalions. For 150% of the cost, you may purchase veteran battalions. Regiments only allow green or regular battalions to be purchased. See each regiment for details.

Infantry Battalion
Movement: 2
Cost: 20
Upkeep: 2
Description: An infantry battalion numbers somewhere between 800 and 2000 men, depending on the regiment. Infantry are the core of the Imperial Guard. No position can be held without their infantry, and no enemy can ever be completely defeated until the infantry have rooted them out and destroyed them completely. Each battalion includes a small amount of integrated armour, transport, artillery, etc.

Deathworld Infantry Battalion
Movement: 3, treat all terrain as open
Cost: 30
Upkeep: 2
Special: Can survive for 3 turns unsupplied without loss of effectiveness, upkeep must still be paid. Deathworld Infantry count as conduit units.
Description: Deathworld infantry battalions are usually smaller than regular infantry. These warriors come from deathworlds, worlds where only the strongest, smartest, luckiest, and most skilled men survive. They are hardy men who have survived the worst horrors nature has to offer. They are expert guerilla warriors who delight in leaving deadly traps or springing ambushes.

Drop Infantry Battalion
Movement: 2
Cost: 30
Upkeep: 2
Special: Each Drop Infantry Regiment grants you 1 Free Orbital Insertion per turn that can only be used to insert Drop Infantry. Can survive for 1 turn unsupplied without loss of effectiveness, upkeep must still be paid.
Description: Drop troops are specially trained to assault from space using grav-chutes. They are usually used as a rapid response force or to wreck havoc n preparation for a larger assault. They are light infantry so while they are highly motivated, they cannot remain in combat for long unsupported.

Cavalry Squadron
Movement: 4
Cost: 30
Upkeep: 3
Description: Though they may seem archaic, cavalry still have a place on the battlefield. Cavalry are faster and slightly more effective on the battlefield than regular infantry on the attack. On the defense, cavalry usually fight as expensive infantry. Cavalry squadrons consist of between 600 and 1000 riders.

Mechanized Infantry Company
Movement: 4
Cost: 40
Upkeep: 4
Description: Mechanized infantry are effective, fast units that can keep up with an armoured spearhead or outmaneuver slower enemies. Their transports provide extra firepower to the formatrion. There are roughly a hundred chimeras each containing ten men in a typical mechanized company. There is also a small amount of armour and artillery integrated.

Armoured Company
Movement: 4
Cost: 50
Upkeep: 6
Description: The tanks of the Imperial Guard are renowned for their resilence, firepower, and numbers. Few things can stop an armoured column of Leman Russes and their variants. An armoured company contains forty to sixty tanks with half that number of chimera mounted infantry squads.

Artillery Battery
Movement: 3
Cost: 50
Upkeep: 6
Description: The Imperial Guard makes extensive use or mobile artillery batteries to support their advances, or protect their installations. An artillery battery typically have forty to sixty mobile artillery pieces, mostly basilisks, supported by a small number of mechanized infantry or regular infantry transported on the artillery pieces themselves. Artillery greatly enhances an army’s ability and disrupts the enemy, but is enemy armour of infantry reach an unprotected artillery battalion, there is little the artillery can do but run.

Regiments:
Spoiler :
Cadian Shock Troops:
Cadians are the considered the finest warriors in the Imperial Guard. Cadian regiments are possibly the best trained, best equipped, and most experienced formations in the guard. They’re endless struggle against the forces of chaos make them excellent choices for the campaign above Stalinvast. Cadians may only be bought at regular or veteran experience levels.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Mechanized Infantry Company
Armoured Regiment:
- Armoured Company
- Armoured Company
- Armoured Company

Catachan Jungle Fighters:
The warriors of Catachan an unruly lot. Independent, ill-disciplined and difficult to control. However, they are also some of the toughest warriors in the Imperium. Catachan are experts jungle fighters, guerilla warriors, and ork-hunters. Catachans may be green, regular, or veteran.
Infantry Regiment:
- Deathworld Infantry Battalion
- Deathworld Infantry Battalion
- Deathworld Infantry Battalion

Elysian Drop Troops:
Unlike many premier Guard producing worlds, Elysia is a pleasant, peaceful world. The main threat to Elysia are the pirates of the system surrounding it. Elysians evolved their drop troop tactics combating pirate bases on asteroids.
Drop Infantry Regiment:
- Drop Infantry Battalion
- Drop Infantry Battalion
- Drop Infantry Battalion

Tallarn Desert Raiders:
Tallarn are mobile fighters who specialize in desert warfare. Their homeworld was devastated by followers of the dark gods early in the Imperium’s history. They hold a grudge to this day. Tallarn cavalry prefer guerilla tactics where they employ native Mukaali as mounts.
Infantry Regiment
- Infantry Battalion
- Cavalry Squadron
- Mechanized Infantry Company
- Armoured Company

Valhallan Ice Warriors:
Like Tallarn, Valhalla was once a beautiful world. Valhalla was ruined by a comet strike long ago. More recently, Ork invaders destroyed much of the surface and forced the survivors beneath the planet’s icy surface. Valhallans are best adapted to arctic and underground warfare.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion
Armoured Regiment:
- Armoured Company
- Armoured Company
- Artillery Battery

Vostroyan Firstborn:
The Vostroyans come from the Halo Stars. As per a ten thousand years old law, the first born son of every family joins the Guard. Unlike most other Guard regiments, Vostroyans reinforce old regiments with a constant stream of new recruits. As such, Vostroyans have an incredible esprit de corps. They are difficult to demoralize and are less likely to see their experience diluted as the regiment is used to teaching fresh Vostroyans the ways of war. Vostroyans are only available at regular and veteran experience levels.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Mechanized Infantry Company
Armoured Regiment:
- Armoured Company
- Armoured Company
- Armoured Company

Armageddon Steel Legion:
Armageddon is a key part of the Imperium’s war industry. Millions of Chimera APCs and Leman Russ Tanks are produced every year. As such, Armageddon has suffered two devastating wars in its recent history, both to enormous ork Waaaghs, making them determined ork fighters.
Mechanized Regiment:
- Mechanized Infantry Company
- Mechanized Infantry Company
- Armoured Company

Death Korp of Krieg:
The Death Korps are completely and utterly loyal to the Imperium. Most would rather die than give a single inch of ground to the enemy. They derive this dedication from their drive to purge themselves of the treason committed by their ancestors. They are experts at siege and trench warfare.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Mechanized Infantry Company
Armoured Regiment:
- Armoured Company
- Armoured Company
- Artillery Battery

Mordian Iron Guard:
All life on Mordia exists on one side of the planet: the side that never sees the light of its sun. The Iron Guard are renowned for their iron discipline. They are well adapted to night fighting and hive environments.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Mechanized Infantry Company
Armoured Regiment:
- Mechanized Infantry Company
- Armoured Company
- Armoured Company

Necromundan Spiders:
The regiments of Necromunda are drawn from the gangers of the planet’s enormous hives. Tenacious warriors, Necromundan regiments have a reputation for ferocity and bravery, if not necessarily discipline. Necromundans are unparalled in urban environments, especially hive cities.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion
- Armoured Company

Brimlock Dragoons:
The Brimlock Dragoons are a common sight on the Eastern Fringe. The Dragoons have significant experience fighting the Tau, Tyranids, and other aliens. The Dragoons emphasize mobile warfare above all else. Dragoon regiments have been known to surrender en masse rather than fight hopeless last stands.
Mechanized Regiment:
- Mechanized Infantry Company
- Mechanized Infantry Company
- Mechanized Infantry Company

Pyran Dragoons:
The Pyran dragoons focus on status, discipline, and bravery. A strict caste system governs civilian society and the military. Their archaic cavalry is useful only in certain situations, but used correctly, are nearly unstoppable.
Cavalry Regiment:
- Cavalry Squadron
- Cavalry Squadron
- Mechanized Infantry Company
- Mechanized Infantry Company

Jopall Indentured Squadrons:
The citizens of Jopall are born into crushing debt. A common way o pay this debt is through joining the military. Unlike other regiments, Jopall soldiers are encouraged to think creatively and act independently. Jopall regiments fight defensively and are known to look after themselves.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion

Semtexian Bombardiers:
Semtexians are among the best artillerists the Imperium has in its service. Semtexians are great at what they do, but are incredibly vulnerable if caught alone. Semtexians are accompanied by expert engineers who reduce the costs of fortifications.
Artillery Regiment:
- Artillery Battery
- Artillery Battery
- Artillery Battery

Savlar Chem Dogs:
Savlar Chem Dogs are recruited from the penal colonies of Savlar, a brutal world with a toxic atmosphere. The Chem Dogs are assisted by chemicals that help they stay ‘loyal’ and ‘properly motivated’. Fresh Savlar regiments are known to suffer horrendous casualties, but soon the cream of the crop rises, creating a regiment far better than other Guardsmen believe they have any business being. Only green Chem Dogs are available.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion


Fleet Action: Orbital Bombardment - 1
Fleet Action: Space Superiority - 1
Fleet Action: Orbital Insertion - 2
Fleet Action: Extraction - 2
Close Gate - 3
Naval Movement - 1
Assassinate - 2
Delay -1
Sabotage - 2
 
Space Marines:
Spoiler :

The Emperor’s Space Marines are the most powerful warriors in the galaxy. So powerful are these warriors that the mere rumour of their presence is often enough to convince a rebel governor to submit. So rare are they, however, that is said that there is only one Space Marine for every world in the Imperium. The Space Marines are organized into two levels: Chapters, and Companies. A space marine player may purchase up companies from up to three Space Marine Chapters. A Space Marine player may have up to 10 companies in the field at a time. If your army contains more than 4 companies and all of your companies of from a single chapter, then they will gain a slight morale bonus. Players start with free access to one chapter. Additional chapters cost 100 requisition.

First Company:
Movement: 2
Cost: 60
Upkeep: 6
Special: You must have three companies from a chapter deployed before you can deploy the first company. Only one may be deployed per chapter. Ever. If you lose it, it’s gone for good.
Description: The First Company represents the height of Mankind’s potential. They are elite, even among space marines. Only marines who have earned the crux terminatus and therefore earned the right to wear terminator armour join the first company. They are somewhat less subtle than other marine formations, but they are a frightening force in combat.

Battle Company:
Movement: 3
Cost: 40
Upkeep: 4
Description: Battle companies form the bulk of a chapter. Each contains a hundred power-armoured space marines equipped with the finest equipment the Imperium can produce. Each one is a genetically enhanced super-soldiers with decades, if not centuries, of training and combat experience.

Scout Company:
Movement: 4
Cost: 40
Upkeep: 4
Special: Only one may be deployed per chapter. Scouts are guerilla warfare specialists and can survive for one turn out of supply without suffering negative effects. They act as conduits for Strategies.
Description: Space Marine scouts are, for the most part, marine candidates who seek to prove their worth to the chapter. Veteran warriors guide these recruits through training and combat. Scouts are the ‘light infantry’ of the chapter, specializing in raid, ambushes, geurilla and anti-insurgency warfare.

Mixed Company:
Movement: 3
Cost: 40
Upkeep:
Description: A mixed company represents the doctrines of chapters that are radically different from codex marines. These companies are autonomous or independent units that contain standard marines, scouts, terminators, and other assets. They are a blend of all three other types well-equipped to deal with any situation, but not specialized.

Chapters:
It costs 100 requisition to deploy a Chapter to the Stalinvast system. Up to three chapters may be deployed at once. Only one first founding chapter may be deployed by each player and only four companies can be deployed by a first founding chapter. First founding chapters perform better in combat than their successors.

First Founding Chapters:
Spoiler :

Dark Angels:
The Dark Angels bear a terrible secret. At the end of the Horus Heresy, many in their chapter defected to the dark gods. Only a few, even among the Dark Angels, know of this terrible secret. As a result, the Dark Angels fight harder than other chapters. Dark Angels are highly resistant to morale damage. They will never fall below Zealous when in combat with the forces of chaos. As a result of the feud between their primarchs, the Dark Angels and Space Wolves, along with their successors, despise each other and suffer penalties when working together.
First Founding: Yes
Organization: 1 First Company (Deathwing), 7 Battle Companies, 1 Scout Company, 1 Ravenwing

Ravenwing
Movement: 5
Cost: 60
Upkeep: 6
Special: You must have two Dark Angel companies deployed before you can deploy the Ravenwing. from a chapter deployed before you can deploy the first company. Only one may be deployed, ever. If you lose it, it’s gone for good.
Description: The Ravenwing is unique to the Dark Angels. The Ravenwing is the rapid strike force of the chapter. Ravenwing marines are mounted in fast vehicles like land-speeders and bikes.

White Scars:
The White Scars way of war deviates significantly from the codex. The White scars are highly mobile, with every member of the chapter mounted in some way, usually on bikes or lighter transport vehicles. Therefore, White Scars are at their best where there is room to maneuver and they can bring their speed advantage to bear. Due to the involvement of the Eldar in the disappearance of their primarch, the White Scars despise the Eldar and will fight their hardest to destroy them.
First Founding: Yes
Organization: 10 Mixed Companies, all White Scar companies have +2 movement.

Space Wolves Great Company:
While many chapters deviate from the codex, the Space Wolves burned it. The Space Wolves operate in Great Company, completely independent forces that vary from company sized, all the way up to chapter sized. Space Wolves are dedicated to close combat. They charge into combat with reckless abandon in most situations and are known to shun advanced technologies. The Space Wolves hate the Dark Angels are suffer penalties when working with Dark Angels of their successors. The Space Wolves come from an ice world, Fenris. As such, they are specially adapted to fighting in cold climates.
First Founding: Yes
Organization: 2-8 Mixed Companies. You choose how many mixed companies will exist in your great company, then pay 10 requisition per company when it is deployed to the system
Special: Unlike other first foundings, multiple players may field Space Wolves and a single player may as many companies of space wolves as it wants up to the maximum number of companies allowed by their initial great company purchase.

Imperial Fists:
The Imperial Fists have several reputations for two things: for rashness and devotion. The Imperial Fists are supremely confident in their abilities. This hubris makes them fight harder and longer against their enemies, but also prevents them from withdrawing when appropriate or avoiding battle when prudent. The Fists are also respected for their skill in siege and urban warfare. Due to their crushing defeat by the Iron Warriors in the Iron Cage, the Fists always count as Fanatical when facing Iron Warriors.
First Founding: Yes
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company

Blood Angels:
The Blood Angels are similar to the Space Wolves in terms of their assault focus, but differ significantly in their approach. Blood Angels are dangerous in close quarters and on the offensive, but they do not have the reckless streak of the Wolves. They prefer to calculate their attacks and do their best to keep their rage in check. This is important because many Blood Angels have fallen victim to the black rage, when a Blood Angel’s ancient curse consumes him. Those who have been lost are formed into special Death Company units, which spearhead dangerous assaults.
First Founding: Yes
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company (first and battle companies are assumed to have a small number of death company)

Iron Hands:
The Iron Hands are organized into ten independent companies that compete with one another for resources. They co-operate rarely, but will band together to fight off threats to the Imperium. The Iron Hands maintain a close relationship with the Adeptus Mechanicus. As a result, bionics and advanced weaponry are quite common. This complements the Iron Hands’ way of War. The Iron Hands prefer to fight defensively, using incredible firepower to destroy their foes from a distance. Their extensive use of bionics means that they are much quicker to recover their losses, as badly wounded marines may quickly return to the front. As such, Iron Hands formations have a significantly higher chance to recover from damage when resting.
First Founding: Yes
Organization: 10 Mixed Companies

Ultramarines:
The Ultramarines are the standard against which all marines are measured. The Ultramarines are renowned for their rigid adherence to the codex, as well as their enlightened rule of a handful of worlds under their direct control known as Ultramar. As a result of their experience and skill as leaders of lesser men, Ultramarines give a bonus to loyal PDF, Conscript, and Imperial Guard forces in the same region.
First Founding: Yes
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company

Salamanders:
The Salamanders can be viewed as the opposite of the Raven Guard or White Scars. While the other two are quick scalpels, the Salamanders are a slow immovable block of iron. The Salamanders are the most tenacious defenders the Imperium has. The forges are the heart of the chapter’s fortress. As such, the artificers of the chapter are numerous, respected, and talented. Salamanders can improve fortifications they are defending, as well as, to a lesser extent, cities and rough terrain. Salamanders are organized into larger companies; as a result, they can more easily bring in reinforcements. In addition, they are fighting in hot climates and mountains.
First Founding: Yes
Organization: 1 First Company, 5 Battle Companies, 1 Scout Company
Special: Salamander’s cost 25% less per level to reinforce

Raven Guard:
The Raven Guard have suffered greatly throughout their history. Nearly destroyed during the Horus heresy, today the Raven Guard suffers from genetic degradation that threatens their very future. The Raven Guard remain dedicated to their cause however and have become masters of hit-and-run and guerilla warfare. Raven Guard are more lightly armed than other chapters, rarely, if ever, taking heavy armour into battle.
First Founding: Yes
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Special: Treats all terrain as open for movement purposes


Successor Chapters:
Spoiler :

You should feel free to create your own successor chapters. Those successors must conform to one of the following templates.

Dark Angels Successors:
Dark Angels successors contain the same resolution in combat as their progenitors in the Dark Angels. They also have the same animosity towards the Space Wolves and their successors.
First Founding: No
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Notable Successors: Angels of Absolution, Angels of Redemption, Angels of Vengeance, Guardians of the Covenant, Consecrators, Disciples of Caliban

White Scars:
White Scars successors are for the most part committed to the same philosophy of mobility as the White Scars.
First Founding: No
Organization: 10 Mixed Companies with +2 movement
Notable Successors: Marauders, Rampagers, Destroyers, Storm Lords

Space Wolves:
The only known Space Wolves successor chapter was disbanded due to genetic instability.

Imperial Fists:
Successors share the Imperial Fist’s hubris and skill at siege warfare.
First Founding: No
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Notable Successors: Crimson Fists, Iron Knights, Dark Crusaders, Thunder Barons, Dark Hands, Hammers of Dorn

Blood Angels:
Blood Angel successors focus their rage into the same tactics as their founders. They are deadly in close quarters and assaults.
First Founding: No
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Notable Successors: Angels Encarmine, Angels Sanguine, Angels Vermillion, Flesh Eaters, Blood Legion, Blood Swords, Red Wings

Iron Hands:
Iron Hands Successors continue the same relationship with the Adeptus Mechanicus as their forebears. They share the same strengths and weaknesses.
First Founding: No
Organization: 10 Mixed Companies
Notable Successors: Red Talons, Brazen Claws, Sons of Medusa

Ultramarines:
The Ultramarines have more successor chapters than any other first founding chapter. In fact, their successors comprise almost half of the marines in the Imperium. They are considered ‘standard’ marines, with no substantial strength or weaknesses.
First Founding: No
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Notable Successors: Aurora Chapter, Novamarines, White Consuls, Black Consuls, Libators, Inceptors, Praetors of Orpheus, Genesis Chapter, Mortifactors, Sons of Guilliman, Sons of Orar, Patriarchs of Ulixis Aurora Chapter, Eagle Warriors, Doom Eagles, Sons of Guilliman, Silver Skulls

Salamanders:
While Salamander successors do not share the unique organization of their parent chapter, they due share their specializations in defense, mountain warfare, and resistance to heat.
First Founding: No
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Notable Successors: Storm Giants

Raven Guard:
Raven Guard successors have also focused their efforts on lightning raids and geurilla warfare.
First Founding: No
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Special: Treats all terrain as open
Notable Successors: Black Guard, Revilers, Raptors


Other Chapters:
Spoiler :

This section describes chapters that are unique in some way. For whatever reason, they have deviated significantly from the chapter their geneseed originated.

Black Templars Crusade
The Black Templars are brave, often recklessly so. Despite this, they are the most numerous chapter, having over 5000 marines among their number in blatant violation of the codex. They have split into numerous crusades that travel the Imperium destroying their foes.
First Founding: No
Organization: 2-8 Mixed Companies. You choose how many mixed companies will exist in your crusade, and then pay 10 requisition per company when it is deployed to the system
Special: Unlike other chapters, multiple players may field Black Templars and a single player may field as many crusades as they want up to the maximum number of chapters allowed.

Black Dragons
The Black Dragons are one of the ‘Cursed Founding’ chapters. These chapters are afflicted with terrible fates or mutations. The Black Dragon’s ossmodula zygote encourages abnormal bone growth that results in bony crests on their heads and vicious bony protrusions from their arms. They shape these bones into weapons which they use to deadly effectiveness on the battlefield. The Black Dragons are despised by many Imperial Forces, especially the Dark Angels and their successors. They are thusly used to working independently. They are fearsome warriors, especially in close quarters combat.
First Founding: No
Organization: 1 First Company, 6 Battle Companies, 1 Scout Company

Flesh Tearers
The Flesh Tearers number a mere 400 marines. The few companies they can muster are all under strength. Every year, more and more will succumb to the red thirst and black rage. The Flesh Tearers are affected worse than any other Blood Angel successor chapter by these curses. The Flesh Tearers are a light assault force that charge into combat with a fury unparalled by any warrior in the Imperium.
First Founding: No
Organization: 4 Battle Companies

Mantis Warriors
The Mantis Warriors joined three other chapters in rebellion against the Imperium during the Badab War. After their defeat in the war, the Mantis Warriors were sent on a 100 year penitent crusade to prove their devotion to the Emperor. As part of this crusade, they have not been allowed to recruit new warriors. There are a mere nine years left in this crusade and the Mantis Warriors are eager to end with another important victory.
First Founding: No
Organization: 1 First Company, 2 Battle Companies
Special: Mantis Warriors are always fanatical. They also cost twice as much to reinforce.

Exorcists
The Exorcists are a special force of space marines created under the auspices of the Inquisition out of men who have all been possessed by daemons and managed to expel their controller. As a result of these terrible experiences, the Exorcists are the perfect choice for fighting daemons.
First Founding: No
Organization: 1 First Company, 11 Battle Companies, 2 Scout Companies


Strategies
Space Marine players gain one Fleet Action: Orbital Insertion for free each turn.

Fleet Action: Orbital Bombardment - 2
Fleet Action: Space Superiority - 1
Fleet Action: Orbital Insertion - 2
Fleet Action: Extraction - 2
Close Gate - 1
Teleport Attack - 4
Naval Movement - 1
Assassinate -2
Zeal - 1
Delay - 1
Sabotage - 1
Purge Heresy – Only if heresy detected - 1


Inquisition:
Spoiler :

The Inquisition is dedicated to rooting out heresy before they become problems. The Inquisition specializes in investigation, espionage, and counter-insurgency. When the Inquisition fails in stopping cult activity through clandestine means, they are able to call upon the greatest warriors in humanity’s service to fight the horrors that are unleashed.

The Inquisition have a unique structure of independent battalions and a choice of a single regiment. Every Inquisitional force has to have at least 1 Inquisitional Task Force, this represents the Inquisitor and his/her chosen warriors. They may requisition additional Inquisitional task forces, hire lesser operatives, called Acolytes, and deploy one of three support regiments. Details follow:

1-3 Inquisitional Task Forces
0-2 Acolyte Network per Inquisitional Task Force

For 100 requisition, access to one of the following. Inquisition players may only ever have access to one of the following at any point in the campaign.:
1 Imperial Guard Regiment of any type
3 Companies of Space Marines from any 1 chapter not already deployed by another player
1 Company of Grey Knights

Inquisitorial Task Forces may by requisitioned at green, regular, or veteran experience levels. Acolytes may be requisitional at green or regular experience levels. Inducted Guard follow the rules laid out in their army list. For 75% of the cost, you may, purchase green battalions. For 150% of the cost, you may purchase veteran battalions.

Inquisitional Task Force
Movement: 3
Cost: 40
Upkeep: 4
Special: Provides 1 free Zeal OR Detect Heresy OR Purge Heresy usable only by that task force, act as a conduit for Strategies
Description: Inquisitional task forces are the private forces of an individual inquisitor. They are made up elite Inquisition soldiers, such as stormtroopers or Sisters of Battle. Each task force is an independent force that excels at rooting out and destroying cults, although in a very overt fashion. They are also capable of fighting a conventional enemy. Task forces range in size from 200 to 400 warriors, depending on the forces involved.

Acolyte Network
Movement: 3
Cost: 20
Upkeep: 2
Special: Act as conduits for Strategies. Can survive out of supply with no loss of effectiveness, but upkeep must be paid anyways.
Description: Acolytes are the nameless sources and agents under the control of the Inquisition. Each inquisitor controls scores, if not hundreds of these acolytes. They are often used to root out cults in a more covert form. They are more likely to take losses, or even fail to destroy a cult, but they can do so quietly, sometimes, even from the inside. Acolytes networks can also infiltrate chaos held territory and disrupt the enemy’s rear.

Grey Knights
Movement: 3
Cost: 80
Upkeep: 8
Special: Provide a free ‘Teleport Attack’ Strategy. Grey Knights can never fall below Zealous.
Description: Grey Knights are the best of the best of space marines. They are specially trained even beyond the level of regular chapter’s first company. They have weaponry and religious protection well beyond that of any other chapter. They are best used fighting daemons. They are to daemons what daemons are to regular men: certain destruction.

Rabble
Movement: 2
Cost: Strategy
Upkeep: None
Special: If rabble are ever Broken, Scattered, or mutinous they are automatically destroyed. Rabble are always green.
Description: Rabble has no organization, formation or discipline. Rabble represents the people turning out en mass to fight some threat or authority. Rabble are ruled by mob mentality. They will viciously attack their target until their target begins to fight back, at which point they will often melt away, desperate to save themselves.

Insurgents
Movement: 3
Cost: Strategy
Upkeep: None, but improve in effectiveness if given 2
Description: Insurgents are loyalist guerilla forces who take up arms against the forces of chaos rather than submit and hope to survive. Insurgents are best at annoying the enemy, harassing weak units, disrupting supply lines, etc. They are not trained warriors and cannot stand up to experienced soldiers in a fair fight. Insurgents always start live as green.

Strategies
Fleet Action: Orbital Bombardment - 2
Fleet Action: Orbital Insertion - 1
Fleet Action: Extraction - 2
Close Gate - 1
Teleport Attack - 3
Naval Movement - 1
Assassinate - 1
Zeal - 1
Delay - 1
Infiltrate Region - 2
Infiltrate Battalion - 3
Insurgency - 2
Rouse Rabble - 1
Defect - 3
Uprising - 4
Sabotage - 1
Detect Heresy - 1
Purge Heresy - 1
 
Chaos:
Spoiler :

Chaos players represent chaos forces from outside of the Stalinvast system. This includes Chaos Marines, Traitor Guard, and Daemon forces. Chaos players may have up to 4 Marine Companies, 6 Traitor Guard or Mutant battalions, and 2 Daemonic Hosts at their command. Regardless of unit type, Chaos players may never have more than 10 units in the field. Chaos players gain access to their Legion for free.

Traitor Guard:
The Chaos player may select any 6 battalions he wishes from the Imperial Guard unit list. This player does not gain any strategic assets for having specific battalions or regiments (e.g. Elysian Drop Troops). The Chaos player pays 150% of what an Imperial player would pay. So a chaos player wishing to purchase a regular Cadian Mechanized Infantry Battalion would pay 60 favour. These battalions are not bound by the normal experience rules. Any unit not normally available at regular or veteran level may be purchased at that level. Instead of Imperial Guard units, the chaos player may also choose to field mutant hordes.

Mutant Horde
Movement: 2
Cost: 20
Upkeep: 2
Description: Some worlds of the Eye of Terror, the Maelstrom, Tyrex Clouds, and other rips in the fabric of reality are populated. The peoples of these worlds are twisted, monstrous things. Many were originally human, other descend from alien societies fallen to the dark gods. When they can set aside their own petty rivalries, these mutants often accompany Chaos invasions into real-space. Mutants may be purchased at green or regular level.

Chaos Marines:
Chaos players may select Marine companies from 1 Legion and 1 Legion only. There is no limit to the number of players who have forces of the same legion. Out of the seven legions available, three serve chaos undivided. These players are allowed to acquire daemons and strategic assets from any god. The other four legions each follow a specific god. They may only purchase daemons of their own god, but they receive 1 free god-specific strategic asset.

Noise Marine Company
Movement: 3
Cost: 50
Upkeep: 5
Description: Noise marines are Slaanesh’s elite foot soldiers. They utilize powerful sonic weaponry to destroy their foes. They have a devastating effect on the morale of their enemies. The terrifying psychic assault cutting through armour and sapping their enemies of the will to fight.

Plague Marine Company
Movement: 3
Cost: 50
Upkeep: 5
Description: Plague marines are the chosen of Nurgle. Plague marines bring disease wherever they tread. Plague marines are incredibly tough. Infused with the fly lord’s foul sorcery, his marines can shrug off wounds that would slay even a loyal space marine.

Khorne Berzerker Company
Movement: 3
Cost: 50
Upkeep: 5
Description: Khorne’s chosen warriors throw themselves with reckless abandon into the heat of combat. Armed with powerful close quarters weapons, the Berzerkers hack and cut their way through swaths of the enemy. They are nearly unparalled in close combat, but their recklessness has its downsides. Berzerkers have been known to turn on their allies when their bloodlust becomes too much to control.

Rubric Marine Company
Movement: 3
Cost: 60
Upkeep: 6
Description: In order to protect his legion from the mutations of chaos, Ahriman cast a powerful spell over the Thousand Suns. Those without psychic powers were turned to dust, their souls condemned to haunt their armour for eternity. These suits of power armour, possessed by the souls of their long past wearers, fight on. They are nearly indestructible and armed with devastating psychi inferno bolts, ammunition that can rip through power armour like butter.

Chaos Space Marines Company
Movement: 3
Cost: 40
Upkeep: 4
Description: Chaos Space Marines are equipped with much of the same advanced weaponry as their loyalist brethren, though often less so, as many warbands lack the infrastructure to properly repair or replace lost equipment. However, Chaos Space Marines are bolstered by twisted cults like the raptors and obliterators, armed with incredible dark powers gifted by their patrons. Many marines have fought for millennia and are easily the match of loyalist marines.

Black Legion
Allegiance: Chaos Undivided
Special: One free Assassination Strategy each turn
Organization: Unlimited Chaos Space Marine Warbands, 1 of the each of the following: Rubric Marine Company, Plague Marine Company, Khorne Berserker Company, Noise Marine Company (Note: only one special company may be deployed at once)
Description: The Black Legion were the first legion to find their primarch, the legion to conquer the most worlds for the Emperor, and the first legion to turn traitor with Horus. The Black Legion is made up of proud and dangerous warriors. This pride can be their downfall. When victorious, their spirits rise quickly, in defeat, they are quick to lose heart. The Black legion specializes in surgical strikes to eliminate enemy commanders.

World Eaters
Allegiance: Khorne
Organization: 2 Chaos Space Marine Companies, Unlimited Khorne Berzerker Companies
Description: The World Eaters are utterly devoted to Khorne and his holy way of war. The World Eaters charge into their foes regardless of danger. They often catch their enemy off guard, allowing them to seize the initiative and maintain momentum in such a way as to send entire armies into frightening, confused panic.

Thousand Suns
Allegiance: Tzeentch
Organization: Unlimited Rubric Marine Companies
Description: The vast majority of the Thousand Suns are no longer truly alive. Only their sorcerers survived the rubric of Ahriman. See Rubric Marines.

Death Guard
Allegiance: Nurgle
Organization: 2 Chaos Space Marine Companies, Unlimited Plague Marine Companies
Description: The Death Guard are nearly unstoppable. Protected by Papa Nurgle’s foul mutations, the Death Guard brings pestilence with it wherever they go, weakening their enemy’s resolve and strengthening their own foul powers.

Emperor’s Children
Allegiance: Slaanesh
Organization: 2 Chaos Space Marine Companies, Unlimited Noise Marine Companies
Description: The Emperor’s Children have followed their primarch Fulgrim into the Prince of Chaos’ embrace. The Emperor’s Children have a very high proportion of noise marines. The Emperor’s Children use shock, psychological warfare, and noise marines to destroy their enemies.

Word Bearers
Allegiance: Chaos Undivided
Organization: Unlimited Chaos Space Marine Warbands, 1 of the each of the following: Rubric Marine Company, Plague Marine Company, Khorne Berserker Company, Noise Marine Company (Note: only one special company may be deployed at once)
Special: An army that includes Word Bearers may employ 1 cult instead of 6 Guard battalions. If they choose to do this, they may deploy up to 4 Daemonic Hosts and gain access to the Cultist Strategy.
Description: The Word Bearers are elite infiltrators. They specialize in corrupting the population of loyal worlds and disrupting their defenders. They utilize unconventional tactics to achieve victory. They are led by the Dark Apostles, priests of the dark gods whom they follow unflinchingly.

Iron Warriors
Allegiance: Chaos Undivided
Organization: Unlimited Chaos Space Marine Warbands, 1 of the each of the following: Rubric Marine Company, Plague Marine Company, Khorne Berserker Company, Noise Marine Company (Note: only one special company may be deployed at once)
Description: The Iron Warriors are known for the heavy weaponry they bring to battle. The Iron Warriors are the legion best suited to long range combat. Every company is supported by a large complement of artillery, heavy tanks, obliterators, and more. They are also arguably the greatest siege warfare specialists in existence.

Daemons:
Daemons are available in five types. Four representing each of the major chaos powers, and chaos undivided, which represents those who worship no specific god as well as the smaller chaos gods and entities. Each type of daemonic host grants the use of one god-specific strategy each turn for free. Daemons can only enter the game through daemon gates.

Khornate Host
Movement: 3
Cost: 120
Upkeep: 10
Strategy: Rites of Battle
Description: Khorne demands only one thing from his followers: blood. His daemons respect this simple philosophy. The Bloodletters of Khorne wield massive swords that can cut through the strongest army, leaving horrendous wounds. Some ride Juggernaughts, frightening beasts of brass and iron with the strength to upend tanks. More fearsome of all are their leaders, the Bloodthirsters. No creature, mortal or daemon, can rival the bloodthirster in combat. The Khornate host is the most terrifying daemon legion to encounter on the field of battle.

Nugloid Host
Movement: 3
Cost: 120
Upkeep: 10
Strategy: Plague
Description: The Daemons of Nurgle are terrifying to behold. Even the tiniest of daemons, the massed Nurgling hordes, are as deadly as any man. Nurgle’s foot soldiers are the Plaguebearers, twisted cyclopean being of rot who wield plagueswords, causing agonizing, slow death to anyone so much as scratched by them. The Beasts of Nurgle are Twisted masses of slime, teeth and tentacles that slither across the battlefield. Leading the host are the mulking masses of pestilence known as the great unclean ones. These massive avatars of Nurgle spread a thousand plagues whether they go, weakening the enemy before the host falls upon them.

Slaaneshi Host
Movement: 3
Cost: 120
Upkeep: 10
Strategy: Allure of Slaanesh
Description: Slaaneshi daemons are the most subtle of the daemonic hosts. Slaanesh’s daemons are possibly the most difficult to face. They weaken the resolve of their enemies, driving them to panic, insanity, euphoria, and worse. Slaanesh’s daemons include the quick and deadly fiends and steeds of Slaanesh. The Prince of Chaos’ foot soldiers are the daemonettes. Terrifingly seductive creatures, the daemonettes love nothing more than the orgasmic pleasure of killing mortals and devouring their souls.

Tzeentchian Host
Movement: 3
Cost: 120
Upkeep: 10
Strategy: Psychic Storm
Description: Tzeentch’s daemons can drive a man to insanity merely be gazing upon them. While Tzeentch’s daemons may not excel in direct combat as do Khorne’s minions, they are possibly even more dangerous. The horrors of Tzeentch possess an endlessly shifting form. They that assault their opponents with magical energy and razor sharp talons. Even when slain, they divide into smaller horrors that in numbers are just as deadly. They are accompanied by bird-beaked things that spew fire from their fingertips. They are led by the Lords of Change, the greatest sorcerers the forces of chaos command.

Host of Chaos Undivided
Movement: 3
Cost: 100
Upkeep: 8
Strategy: Terror
Description: These ‘minor’ daemons represent the daemons of minor gods, unaligned daemon princes, other independent warp powers, and daemons made of the pure stuff of chaos itself. Most common are the furies, daemons of incredible speed and ferocity that tear apart the very souls of their foes. Minor gods have an array of strange and deadly daemons that call them master. Their leaders are ambitious daemons princes who have no chaos power to hold them back.

Strategies
Fleet Action: Orbital Bombardment - 3
Fleet Action: Space Superiority - 2
Fleet Action: Orbital Insertion - 3
Fleet Action: Extraction - 3
Open Gate - 2
Daemon Gate - 3
Close Gate - Free
Naval Movement - 1
Assassinate - 2
Delay - 1
Sabotage - 1
Kill Loyalists - 1
Plague - Requirement in Army List - 4
Terror - Requirement in Army List - 2
Rites of Battle - Requirement in Army List - 2
Allure of Slaanesh - Requirement in Army List - 3
Pyschic Storm – Requirement in Army List - 4


Stalinvast Grenadiers:
Spoiler :

Lost and the Damned players may have up to 4 regiments in their force. No more than 2 of these regiments may be Armoured or Artillery regiments. They may have a total of maximum of 12 battalions in play at a time. Each regiment has a specific number of battalions available in each regiment. Only those battalions allowed by your purchased regiments may be fielded. Certain regiments have specific bonuses under specific conditions, see their description for details. Stalinvast players gain access to one regiment for free. Additional regiments must be deployed for 100 requisition.

Battalions:
Regiments are made up of the following battalions in differing amounts. Depending on the troop type, they may actually be divided by Company, or Battery. When these rules refer to battalions, it refers to all four types, not just those labeled battalions. Troops are bought by battalions. Battalion costs vary by experience. The costs listed below are for regular battalions. For 75% of the cost, you may, purchase green battalions. For 150% of the cost, you may purchase veteran battalions. Regiments only allow green or regular battalions to be purchased. See each regiment for details. Any Stalinvast battalion may be bought at green or regular level. One regiment may have any of its battalions purchased at veteran level.

Militia Battalion
Movement: 2
Cost: 15
Upkeep: 1
Description: Khwarazm traitors sent into combat by the Stalinvast Grenadiers. They represent those who have fallen to chaos, as well as those forced by their new masters but who were too cowardly to seek the Emperor’s Mercy (death) instead. They are of dubious quality and poorly armed, but they are numerous and provide shields for their less expendable masters.

Infantry Battalion
Movement: 2
Cost: 20
Upkeep: 2
Description: Stalinvast Grenadiers contain 1200 men in each battalion. Infantry are the core of the Stalinvast Grenadiers, just as with the Imperial Guard. No position can be held without infantry, and no enemy can ever be completely defeated until the infantry have rooted them out and destroyed them completely. Each battalion includes a small amount of integrated armour, transport, artillery, etc.

Combat Engineer Battalion
Movement: 2
Cost: 30
Upkeep: 3
Special: Friendly units count terrain that engineers are resting in as open terrain.
Description: The Stalinvast Grenadiers had always relied on their engineers. Since moving into the depths of the underhives of their homeworld, the engineers made these decrepit holes livable. They kept out the sandstorms, they built the hydroponics bays, and they kept the survivors alive, if barely. The Engineers have expanded their roles and form a large and important part of the Grenadiers today. Engineers are excel at siege warfare and make traversing across difficult terrain significantly easier.

Mechanized Infantry Company
Movement: 4
Cost: 40
Upkeep: 4
Description: Mechanized infantry are effective, fast units that can keep up with an armoured spearhead or outmaneuver slower enemies. Their transports provide extra firepower to the formatrion. There are roughly a hundred chimeras each containing ten men in a typical mechanized company. There is also a small amount of armour and artillery integrated.

Armoured Company
Movement: 4
Cost: 50
Upkeep: 6
Description: The tanks of the Stalinvast Grenadiers are the same models used by the Imperial Guard, twisted by the dark obsessions of their crews. An armoured company contains fifty tanks with half that number of chimera mounted infantry squads.

Artillery Battery
Movement: 3
Cost: 50
Upkeep: 6
Description: The Stalinvast Grenadiers make extensive use or mobile artillery batteries to support their advances, or protect their installations. An artillery battery contains fifty mobile artillery pieces, mostly basilisks, supported by a small number of mechanized infantry or regular infantry transported on the artillery pieces themselves. Artillery greatly enhances an army’s ability and disrupts the enemy, but is enemy armour of infantry reach an unprotected artillery battalion, there is little the artillery can do but run.

Stalinvast Regiments:

Militia Regiment:
- Militia Battalion
- Militia Battalion
- Militia Battalion
- Militia Battalion
- Infantry Battalion

Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion
- Mechanized Infantry Battalion

Engineer Regiment:
- Combat Engineer Battalion
- Combat Engineer Battalion
- Combat Engineer Battalion

Mechanized Infantry Regiment:
- Mechanized Infantry Battalion
- Mechanized Infantry Battalion
- Mechanized Infantry Battalion

Armoured Regiment:
- Mechanized Infantry Battalion
- Armoured Company
- Armoured Company
- Armoured Company

Artillery Battery:
- Combat Engineer Battalion
- Artillery Battery
- Artillery Battery
- Artillery Battery

Strategies:
Fleet Action: Orbital Bombardment - 1
Fleet Action: Space Superiority - 1
Fleet Action: Orbital Insertion - 2
Fleet Action: Extraction - 2
Open Gate - 2
Close Gate - Free
Naval Movement - 1
Assassinate - 2
Delay - 1
Sabotage - 2
Kill Loyalists - 2
Plague - 6
Terror - 4
Rites of Battle - 5
Allure of Slaanesh - 6
Pyschic Storm - 6


Cults:
Spoiler :
Cult players take exist to disrupt, weaken, and frustrate Imperial forces. Their forces rarely appear on the battle line, but they are possibly the deadliest enemy of the Imperium on Kwaraz. Cult players represent a loose organization of separate cults, or autonomous branches of the same cult. The Cult player may have up to four cults. These cults are free to follow whatever gods the player chooses. The creation of a new cult costs 100 requisition and comes with a free Cult Leadership formation. Players start with 1 free cult.

Each Cult contains the following units:
1 Cult Leadership
Up to 5 Cult Cells
Up to 2 Mutant Hordes
Up to 1 Daemonic Host
You will need to give your cult a suitable name and select a god for your cult to follow.

Cult Leadership
Movement: 3 (inactive) or 2 (active)
Cost: 20
Upkeep: 2
Special: Act as a conduit for Strategies, if the cult leadership is destroyed, a cult cell must be upgraded to cult leadership for 20 requisition in order for any orders to be given to members of that cult. The turn after a cult’s leadership is destroyed, the entire cult suffers reduced effectiveness.
Description: A cult’s leadership is a small group of powerful, inner circle cultists. The leadership directs the cult’s activities and is the only part of a cult that is not easily replaceable.

Cult Cells
Movement: 3 (inactive) or 2 (active)
Cost: 10
Upkeep: 1
Special: Act as a conduit for Strategies
Description: A cult cell represents a large cult organization within a region. This may be one large organization, or a decentralized system of smaller cults and cells under an umbrella-style leadership, but either way, they are dedicated to their god and their cause. The cults can remain hidden and work secretly against the Imperium indirectly (called ‘inactive’) or take up arms directly (called ‘active’). Cultists fare badly in direct confrontation with trained troops and stand little chance against the Inquisitorial soldiers that hunt them. They are numerous and expendable.

Mutant Hordes
Movement: 2
Cost: Strategic Asset
Upkeep: 2
Description: Some worlds of the Eye of Terror, the Maelstrom, Tyrex Clouds, and other rips in the fabric of reality are populated. The peoples of these worlds are twisted, monstrous things. Many were originally human, other descend from alien societies fallen to the dark gods. When they can set aside their own petty rivalries, these mutants often accompany Chaos invasions into real-space. These particular mutants have been transformed willingly through the actions of their cult. Mutants assume the same experience level as the cultist unit they replace.

Rabble
Movement: 2
Cost: Strategic Asset
Upkeep: None
Special: If rabble are ever Broken, Scattered, or mutinous they are automatically destroyed. Rabble are always green.
Description: Rabble has no organization, formation or discipline. Rabble represents the people turning out en mass to fight some threat or authority. Rabble are ruled by mob mentality. They will viciously attack their target until their target begins to fight back, at which point they will often melt away, desperate to save themselves.
Daemons:
Daemons are available in five types. Four representing each of the major chaos powers, and chaos undivided, which represents those who worship no specific god as well as the smaller chaos gods and entities. Each type of daemonic host grants the use of one god-specific strategy each turn for free. Daemons can only enter the game through daemon gates.

Khornate Host
Movement: 3
Cost: 120
Upkeep: 10
Strategy: Rites of Battle
Description: Khorne demands only one thing from his followers: blood. His daemons respect this simple philosophy. The Bloodletters of Khorne wield massive swords that can cut through the strongest army, leaving horrendous wounds. Some ride Juggernaughts, frightening beasts of brass and iron with the strength to upend tanks. More fearsome of all are their leaders, the Bloodthirsters. No creature, mortal or daemon, can rival the bloodthirster in combat. The Khornate host is the most terrifying daemon legion to encounter on the field of battle.

Nugloid Host
Movement: 3
Cost: 120
Upkeep: 10
Strategy: Plague
Description: The Daemons of Nurgle are terrifying to behold. Even the tiniest of daemons, the massed Nurgling hordes, are as deadly as any man. Nurgle’s foot soldiers are the Plaguebearers, twisted cyclopean being of rot who wield plagueswords, causing agonizing, slow death to anyone so much as scratched by them. The Beasts of Nurgle are Twisted masses of slime, teeth and tentacles that slither across the battlefield. Leading the host are the mulking masses of pestilence known as the great unclean ones. These massive avatars of Nurgle spread a thousand plagues whether they go, weakening the enemy before the host falls upon them.

Slaaneshi Host
Movement: 3
Cost: 120
Upkeep: 10
Strategy: Allure of Slaanesh
Description: Slaaneshi daemons are the most subtle of the daemonic hosts. Slaanesh’s daemons are possibly the most difficult to face. They weaken the resolve of their enemies, driving them to panic, insanity, euphoria, and worse. Slaanesh’s daemons include the quick and deadly fiends and steeds of Slaanesh. The Prince of Chaos’ foot soldiers are the daemonettes. Terrifingly seductive creatures, the daemonettes love nothing more than the orgasmic pleasure of killing mortals and devouring their souls.

Tzeentchian Host
Movement: 3
Cost: 120
Upkeep: 10
Strategy: Psychic Storm
Description: Tzeentch’s daemons can drive a man to insanity merely be gazing upon them. While Tzeentch’s daemons may not excel in direct combat as do Khorne’s minions, they are possibly even more dangerous. The horrors of Tzeentch possess an endlessly shifting form. They that assault their opponents with magical energy and razor sharp talons. Even when slain, they divide into smaller horrors that in numbers are just as deadly. They are accompanied by bird-beaked things that spew fire from their fingertips. They are led by the Lords of Change, the greatest sorcerers the forces of chaos command.

Host of Chaos Undivided
Movement: 3
Cost: 80
Upkeep: 8
Strategy: Terror
Description: These ‘minor’ daemons represent the daemons of minor gods, unaligned daemon princes, other independent warp powers, and daemons made of the pure stuff of chaos itself. Most common are the furies, daemons of incredible speed and ferocity that tear apart the very souls of their foes. Minor gods have an array of strange and deadly daemons that call them master. Their leaders are ambitious daemons princes who have no chaos power to hold them back.

Cult Strategies:
If all of your cults are dedicated to the same god, you may purchase one strategy of that god for half price for each cult you have. If you have cults dedicated to multiple gods, you may purchase any the strategies of the gods that any of your cults follow.

Open Gate - 1
Daemon Gate - 3
Close Gate - Free
Naval Movement – 1
Assassinate - 1
Delay - 1
Infiltrate Region - 2
Infiltrate Battalion - 3
Rouse Rabble - 1
Mutate - 1
Defect - 2
Uprising - 4
Sabotage - 1
Plague - Requirement in Army List - 4
Terror - Requirement in Army List - 2
Rites of Battle - Requirement in Army List - 2
Allure of Slaanesh - Requirement in Army List - 3
Pyschic Storm – Requirement in Army List - 4
 
Strategies
Spoiler :

Strategies are an incredibly important part of the war on Khwaraz. Strategies are bought using strategy points. Each army receives a set number of strategy points each turn. Requisition may also be used to acquire more strategy points. Unused strategy points do not carry over to the next turn unless the Delay strategy has been employed. Certain strategies are granted for free due to army, regiment, and battalion special rules. For example, a Guard player with a Drop Troop regiment receives a free Fleet Action: Orbital Insertion. Strategies may only be used on units in friendly or contested region with access to a friendly reinforcement point.

Conduits:
Certain units under the control of cults and inquisition players may use strategies in enemy territory and/or without access to a reinforcement point. These units act as conduits for strategies. Strategies may be enacted in any region that the conduit unit starts or ends a turn in. A conduit unit is limited to using two strategies per turn.

Fleet Actions:
Fleet actions are special strategies involving the Imperial and Chaos navies. They can be used on any region regardless of circumstances.

Fleet Action: Orbital Bombardment
The enemy chooses one region. Any enemy troops and fortifications in that region suffer damage. The region also suffers significant collateral damage.

Fleet Action: Space Superiority
Cancel one random enemy fleet action. If both chaos and imperial players use space superiority, then they will cancel each other out until there are no enemy space superiority actions remaining. For example, Chaos players do a total of 3 space superiority actions. Imperial players do 2 space superiority and 2 extractions. 2 sets of space superiorities cancel each other out. The 1 remaining chaos space superiority cancels out 1 random imperial extraction, leaving only 1 Imperial extraction in play that turn.

Fleet Action: Orbital Insertion
Up to two battalions may instantly move to any region. They may not move after they have been inserted. Regions with significant fortifications will do damage to formations inserting from orbit.

Fleet Action: Extraction
Up to two units in a single region may instantly be moved to a friendly region.

Conscription
Generate 1 Conscript Battalion anywhere with access to a reinforcement point or hive city.

Open Gate
Chaos players attempt to open a gate. Next turn, this gate will act as a reinforcement point. There is a small possibility of failure. This possibility is higher in contested and enemy territory.

Daemon Gate
Chaos player attempts to open a daemon gate. Next turn, this gate will act as a reinforcement point for daemons and daemons only. There is a small possibility of failure. This possibility is higher in contested and enemy territory.

Close Gate
One selected unit within movement range (including orbital insertion and teleport attack) attempts to close down an enemy gate or daemon gate. If the region remains in enemy hands and fail, they will be completely destroyed. Even if they are successful, they will be destroyed unless they are able to extract via the Fleet Action: Extraction or Teleport Attack strategies. If the region is contested at the end of the turn, then the unit in a similar situation as able will take extra damage rather than be destroyed. If the region is in friendly hands at the end of the turn, the gate will be automatically closed.

Teleport Attack
A company of Grey Knights can instantly move to any region on the map. At the end of the turn, they may choose to instantly move to a region with access to reinforcement.

Naval Movement
Up to 2 units may move from any coastal region to any other coastal region. If they attack an enemy region with strong fortifications, they may take heavy losses.

Assassinate
An attempt is made on the life of an important enemy commander. The death of this leader will severely affect the effectiveness of the formation he or she commanded. Battalion commanders are easily to assassinate than regimental commanders. Supreme commanders are more difficult to assassinate. Commanders who make prominent appearances in stories are more likely to be wounded rather than killed by an assassination attempt. The commander’s unit must be adjacent to or in a region with a conduit unit.

Zeal
The morale of one unit is increased by one level.

Delay
Any unused strategy points are saved until next turn.

Infiltrate Region
The region is considered infiltrated by a conduit unit in that region. So long as the unit remains in that region, they may use the Insurgency, Rouse Rabble, Sabotage, and Uprising strategies.

Infiltrate Battalion
Once a unit has been infiltrated, it acts as a conduit unit for Sabotage, Assassinate and Spy strategies. The player who infiltrated the formation may also use the Defect strategy. Infiltrating a battalion is more difficult than infiltrating a region. You may infiltrate a battalion twice in order to increase the chance of success of your strategies.

Insurgency
Create a unit of insurgents in an infiltrated region, or create a unit of insurgents in a contested region. This may be done once per conduit unit per turn.

Rouse Rabble
Create a unit of rabble in an infiltrated region.

Mutate
Turn one unit of cultists into a unit of Mutant Hordes.

Defect
An infiltrated unit switches sides and comes under the control of the infiltrating player. This has a small chance of success. Whether it is successful or not, damage will be done to the unit as loyalist kill the defectors, or vice versa.

Uprising
Two units of rabble and one unit of insurgents appear in the infiltrated region. The infiltrated unit becomes active and cannot become inactive until it returns to friendly territory with access to a reinforcement point. It no longer counts as being infiltrated.

Sabotage
An enemy formation in or adjacent to a conduit unit is chosen as a target. If successful, a random setback will afflict the formation.

Detect Heresy
A target battalion or region is inspected for signs of heresy. If the target is a region, success provides information on all inactive or infiltrated units in the region. If the target is a battalion, success reveals the infiltration and clues as to who was responsible.

Purge Heresy
A target battalion or region suffers the wrath of the inquisition. Any infiltration or cult units are discovered. Infiltration is ended and the cult suffers damage or destruction. If a unit is purged, it will suffer a small amount of damage, whether it was infiltrated or not.

Kill Loyalists
A region is chosen. A formation in that region attempts to kill off Imperial loyalists. This is likely to result in the discovery and destruction of Inquisition units. This results in a slight loss in requisition for the subsequent turn due to collateral damage.

Plague
Choose an enemy region with a Nurgloid or chaos undivided conduit unit in it or any contested region. Any unit in that region has its combat effectiveness reduced due to disease. There is a chance that units in that region may suffer damage. This also affected non-Nurgloid friendly units and does collateral damage.

Terror
Choose an enemy region with a conduit unit in it or any contested region. There is a good chance to reduce the morale of enemy units in that region.

Rites of Battle
Choose an enemy region with a Khornate or chaos undivided conduit unit in it or any contested or friendly region. The combat effectiveness of Khornate or undivided units in that region is increased this turn. Units under Rites of Battle may become uncontrollable.

Allure of Slaanesh
Choose an enemy region with a Slaaneshi or chaos undivided conduit unit in it or any contested region. One formation of your choice will suffer morale damage of one level. There is a chance the unit will suffer a defection. The lower the morale, the higher the chance of defection.

Pyschic Storm
Choose an enemy region with a Tzeentchian or chaos undivided conduit unit in it or any contested region. Any enemy units in that region suffer damage. This also does collateral damage to the region. Khornate, Slaaneshi, and especially Nurgloid units in the region may also suffer damage.

Spy
I have not worked out how to make spying effective and fair yet.
 
Map features
Spoiler :


There are four special types of map features that appear on the campaign map. Each one grants different bonuses to the side that controls it. Some regions contain multiple features. For example, a region might contain a hive that is also a port.

Ports:
Ports are good harbours with major ship building facilities. Ports allow access to the wet navies of Khwaraz. Each port you hold gives your side (Imperial or Chaos) one free Naval Movement Strategy.

Capital Cities:
Holding the capital city of a nation-state will increase the fighting ability of PDF forces within that state. If a capital is contested, then neither side gains this bonus.

Spaceports:
Spaceports act as reinforcement and deployment points for Imperial players.

Hives:
Hives are massive cities with populations in the tens of millions. Hives allow players to use the Conscription Strategy. There may be one Conscript formation in play for every hive your side (Chaos or Imperial) holds.

Gates and Daemon gates:
Gates may be opened by Chaos players as a result of Strategies. Gates serve as reinforcement and deployment points for Chaos formations. Daemon gates are required for daemons to enter the game. If an Imperial player holds a gate uncontested, that gate will be closed. Certain strategies may also close a gate.



Legend:
Green - grassland/open
Dark Green - Forest
Bright Green - Jungle
Grey - Mountains
White - Tundra
Brown - Desert

Red Line - National Border
Black Line - Region Border

Red Star - Hive
Red Circle - Capital City
Grey Circles - Spaceport
Anchor - Port
Yellow Circle - Chaos Gate
Yellow Circle w/ Orange Circle - Daemon Gate

Update 2 Map

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Update 1 Map

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Update 0 Map

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Map with names and borders


[Space for Maps and Updates]
 
Imperium of Man:
Supreme Commander: HunterG24

Space Marines :
Moosewarrior - Flesh Tearers
Milarqui - Space Wolves

Imperial Guard:
Vertinari118
a_propagandist

Inquisition:
Seon
labrat13

Undetermined Imperial Player: Shadowbound


Lost and the Damned:
Supreme Commander: Lord_Iggy

Chaos:
Haseri - Death Guard/Nurgle
The Strategos - Word Bearers/Unaligned
Zergy6
das - Principality of Wei

Stalinvast Grenadiers:
Lord_Iggy

Cultists:
Goodgame - Nurgle
Alex994


Note: I need at least one Imperial Guard and one Stalinvast Grenadier player. It is a good idea to have one cult/inquisition on your side as well, if only to counter-balance your opponent's shadow forces.



In addition to these forces are the Planetary Defense Force (PDF). The PDF is evenly split between loyalists and traitors. They can be assumed to be present in all regions in small numbers, with larger numbers in important cities such as hives, ports, capital, spaceports, etc. They will offer resistance to anyone entering a region. They will almost always fail against a well armed enemy, but they can slow down an invading force. If supreme commanders are used, then the supreme commander can command the PDF.
 
Player Orders of Battle

Player: HunterG24
Force: Unnamed
Commander: Lord General Marcus Wells
Carryover Requisition: 0
Command Staff – In Reserve
Headquarters Unit: Mechanized Infantry, Veteran, Undamaged, Confident, Reserve

Player: Vertinari118
Force: Unnamed
Commander: Lord Castellan Orion
Carryover Requisition: 0
The Lord Castellan’s Own (3rd Cadian Infantry)
Commander: Lord Castellan Orion
1st Battalion: Mechanized Infantry, Regular, Medium Damage, Zealous, Lodos
Commander: Captain Hallan
2nd Battalion: Infantry, Regular, Light Damage, Zealous, New Dio
3rd Battalion: Infantry, Regular, Medium Damage, Confident, New Dio
8th Armoured Regiment
1st Battalion: Armoured Company, Regular, Light Damage, Zealous, Lodos
2nd Battalion: Armoured Company, Regular, Undamaged, Confident, Free City of Cappadocia
3rd Battalion: Armoured Company, Regular, Light Damage, Shaken, Free City of Cappadocia
24th Catachen Regiment
1st Battalion: Deathworld Infantry Battalion, Veteran, Undamaged, Confident, Deep Line
2nd Battalion: Deathworld Infantry Battalion, Regular, Undamaged, Confident, Deep LIne
(Note: Player has invested 50 requisition into better equipment)

Player: a_propagandist
Force: Unnamed
Commander: Unnamed
Carryover Requisition: 178
7th Brimlock Dragoons
1st Battalion: Mechanized Infantry, Regular, Undamaged, Confident, Miaomar
2nd Battalion: Mechanized Infantry, Regular, Light Damage, Confident, Port Dvisi
3rd Battalion: Mechanized Infantry, Regular, Light Damage, Zealous, Port Dvisi
12th Savlar Chem Dogs
1st Battalion: Infantry, Green, Light Damage, Confident, Free City of Cappadocia
2nd Battalion: Infantry, Green, Light Damage, Zealous, Free City of Cappadocia
3rd Battalion: Infantry, Green, Medium Damage, Shaken, Free City of Cappadocia
4th Battalion: Infantry, Green, Medium Damage, Confident, Free City of Cappadocia
5th Battalion: Infantry, Green, Medium Damage, Shaken, Free City of Cappadocia
6th Battalion: Infantry, Green, Undamaged, Confident, New Dio

Player: Shadowbound
Force: Death Korps
Commander: Colonel Gustav Streseman
Carryover Requisition: 0
7th Krieg Infantry Regiment
1st Battalion: Infantry, Regular, Undamaged, Confident, Azeryi District
2nd Battalion: Infantry, Regular, Undamaged, Confident, Azeryi District
3rd Battalion: Mechanized Infantry, Regular, Undamaged, Confident, Azeryi District
32nd Krieg Infantry Regiment
1st Battalion: Infantry, Regular, Undamaged, Confident, Azeryi District
2nd Battalion: Infantry, Regular, Undamaged, Confident, Azeryi District
3rd Battalion: Mechanized Infantry, Regular, Undamaged, Confident, Azeryi District

Player: Moosewarrior
Force: Flesh Tearers
Commander: Unnamed
Carryover Requisition: 34
Flesh Tearers
1st Company: Battle Brothers, Undamaged, Zealous, New Dio
2nd Company: Battle Brothers, Light Damage, Zealous, New Dio
3rd Company: Battle Brothers, Light Damage, Zealous, Western Lydia
4th Company: Battle Brothers, Light Damage, Zealous, Southern Lydia
Ultramarines
3rd Company: Battle Brothers, Undamaged, Zealous, Central Lydia

Player: Milarqui
Force: Thunder Wolves Great Company
Commander: Ergin Thunderfist
Sub-Commanders: Venerable Dreadnought Haakon Longteeth, Wolf Priest Egil Whitemane, Runic Priest Kjarl Sunblotter
Carryover Requisition: 0
Thunder Wolves
Thunderfirst Company: Mixed Company, Undamaged, Zealous, in Reserve
Whitemane Company: Mixed Company, Light Damage, Zealous, Port Dvisi
(Note: If you want me to change the names of the companies, just let me know.)

Player: Seon
Force: Unnamed
Commander: Inquisitor Peles Draucia
Carryover Requisition: 0
Carryover Strategy: 2
Inquisition Forces
Inquisitional Task Force 1: Light Damage, Regular, Zealous, New Dio
Inquisitional Task Force 2: Undamaged, Regular, Confident, hidden (inactive)
Inquisitional Task Force 3: Medium Damage, Regular, Confident, Bahalia
Acolyte Network 1: Undamaged, Medium Damage, Confident, Lodos
Acolyte Network 2: Undamaged, Regular, Confident, hidden (inactive)
Acolyte Network 3: Undamaged, Regular, Confident, hidden (inactive)
Acolyte Network 4: Undamaged, Regular, Confident, hidden (inactive)
Reserve
Grey Knights: Undamaged, Fanatical, Reserve

Player: labrat13
Force: Unnamed
Commander: The Tyrant
Carryover Requisition: 0
Inquisition Forces
Inquisitional Task Force 1: Undamaged, Regular, Zealous, Lodos
Inquisitional Task Force 2: Undamaged, Regular, Zealous, Free City of Cappadocia
Inquisitional Task Force 3: Undamaged, Regular, Confident, Deep Line
Acolyte Network 1: Undamaged, Regular, Confident, hidden (inactive)
Acolyte Network 2: Undamaged, Regular, Confident, hidden (inactive)
Acolyte Network 3: Undamaged, Regular, Confident, hidden (inactive)
Black Guard (Raven Guard Successor)
2nd Company: Battle Brothers, Undamaged, Zealous, Prometheum Station
3rd Company: Battle Brothers, Undamaged, Zealous, Prometheum Station
10th Company: Space Marine Scouts, Undamaged, Zealous, Deep Line
Insurgents
Dion Insurgents: Green, Undamaged, Confident, hidden (inactive)
Three Corners Liberation Front 1: Green, Medium Damage, Confident, Mt. Angvar.
Three Corners Liberation Front 2: Green, Medium Damage, Confident, Mt. Angvar.

*************************************************************************************

Player: Lord_Iggy
Force: 2nd Stalinvast Grenadiers Army
Commander: Marshall Gregor Statski
Carryover Requisition: 9
2nd Stalinvast Grenadiers Regiment
Commander: Marshall Gregor Statski
Headquarters Unit: Infantry, Veteran, Undamaged, Confident, Meddes
1st Battalion: Mechanized Infantry, Regular, Undamaged, Confident, Meddes
2nd Battalion: Infantry, Regular, Undamaged, Confident, Meddes
3rd Battalion: Infantry, Regular, Undamaged, Confident, Meddes
4th Battalion: Infantry, Regular, Undamaged, Confident, Meddes
3rd Stalinvast Grenadiers Regiment
Commander: General Dmitri Nausitz
1st Battalion: Mechanized Infantry, Regular, Undamaged, Confident, The Gates
2nd Battalion: Infantry, Regular, Undamaged, Confident, The Gates
3rd Battalion: Infantry, Regular, Undamaged, Confident, The Gates
4th Battalion: Infantry, Regular, Undamaged, Confident, The Gates
2nd Stalinvast Engineers Regiment
Commander: Admiral Marne Taldaryev
1st Battalion: Combat Engineers, Regular, Undamaged, Confident, The Gates
46th Stalinvast Artillery Regiment
1st Artillery Battery: Regular, Medium Damage, Confident, Reserve
Conscript Legion
1st Dion Volunteers: Conscripts, Undamaged, Green, Confident, Dio
3rd Dion Volunteers: Conscripts, Undamaged, Green, Shaken, Kano City
1st Wei Levies: Conscripts, Undamaged, Green, Confident, Xi’an
2nd Wei Levies: Conscripts, Undamaged, Green, Confident, Xi’an

Player: NPC/Available for play!
Force: Death Guard
Commander: Molgrur Vortenheim
Carryover Requisition: 20
Carryover Strategy: 0
Death Guard
2nd Company: Plague Marines, Undamaged, Zealous, Shuhan
27th Company: Plague Marines, Undamaged, Zealous, Shuhan
31st Company: Plague Marines, Undamaged, Zealous, Eastern Wu
58th Company: Plague Marines, Undamaged, Zealous, Eastern Wu
In Reserve
Nurgloid Host: Undamaged, Fanatical, Reserve
5th Kthun Infantry
1st Battalion: Deathworld Infantry Battalion, Regular, Light Damage, Confident, Third Corner
2nd Battalion: Deathworld Infantry Battalion, Regular, Undamaged, Confident, Third Corner

Player: The Strategos
Force: Word Bearers
Commander: Dark Apostle Andras
Carryover Requisition: 152
Word Bearers
47th Company: Chaos Space Marines, Medium Damage, Zealous, Reserve
32nd Company: Chaos Space Marines, Heavy Damage, Zealous, Reserve
18th Company: Chaos Space Marines, Medium Damage, Zealous, Reserve
Thousand Suns Auxilliaries
7th Company: Rubric Marines, Medium Damage, Zealous, Reserve
Bearers of the Sacred Truth (Sarr’Kell/Chaos Undivided)
Cult Leadership: Undamaged, Regular, Confident, Reserve
Cell A: Cultists, Medium Damage, Regular, Zealous, hidden (inactive)
Cell B: Mutants, Heavy Damage, Regular, Confident/Scattered, Disputed Zone
Cell C: Mutants, Extreme Damage, Regular, Confident, Bahalia
Cell D: Cultists, Extreme Damage, Regular, Confident, Bahalia
Cell E: Mutants, Heavy Damage, Zealous, Bahalia

Player: das
Force: The Principality of Wei
Commander: Prince Wei Cao
World Eaters Foreigner Regiment
Commander: Kassandros the Unfettered
1st Company: Chaos Space Marines, Undamaged, Zealous, Eastern Wu
2nd Company: Khorne Berzerkers, Undamaged, Zealous, Eastern Wu
Wei New Model Army
Commander: General Su Bao
The Green Regiment: Infantry, Regular, Undamaged, Confident, Eastern Wu
Pheonix Ascendant: Infantry, Regular, Undamaged, Confident, Eastern Wu
The Prince’s Own Mountaineers: Deathworld Infantry, Regular, Light Damage, Confident, Mt. Angvar


Player: NPC/Available for play!
Force: The Serenity Cult
Commander: Patriarch Mouldervomit
Carryover Strategy: 2
Carryover Requisition: 8
The Serenity Cult (Nurgle)
Cult Leadership: Medium Damage, Regular, Confident, Reserve
Cell 2: Cultists, Heavy Damage, Regular, Confident, Reserve
Cell 3: Cultists, Extreme Damage, Regular, Shaken, Reserve
Cell 5: Cultists, Medium Damage, Regular, Confident, Reserve
The Asp Cult (Nurgle)
Cult Leadership: Undamaged, Regular, Confident, Comesh
Cell 1: Cultists, Undamaged, Regular, Confident, Comesh
Cell 2: Cultists, Undamaged, Regular, Confident, Comesh
Cell 3: Cultists, Undamaged, Regular, Confident, Comesh
Cell 4: Mutate, Light Damage, Regular, Confident, Comesh
Cell 5: Mutate, Light Damage, Regular, Confident, Comesh
Rabble 1: Green, Medium Damage, Confident, Comesh
Rabble 2: Green, Medium Damage, Confident, Comesh

Player: alex994
Force: The Cult of the Eye
Commander: High Priest Alexandros Karski
Carryover Requisition: 20
Carryover Strategy: 3
The Cult of the Eye(Tzeentch)
Cult Leadership: Undamaged, Regular, Confident, hidden (inactive)
Cell 1: Cultists, Undamaged, Regular, Confident, hidden (inactive)
Cell 2: Cultists, Extreme Damage, Regular, Routed, The Gates
The Cult of Sea(Tzeentch)
Cult Leadership: Undamaged, Regular, Confident, hidden (inactive)
Cell 1: Cultists, Undamaged, Regular, Confident, hidden (inactive)
Cell 2: Cultists, Undamaged, Regular, Confident, hidden (inactive)
 
Fulton's nature reserve.

Alright, you can post now, but I recommend you wait until there is some information in the above posts.

I just noticed the map is 99 megs. I'm going to need to shrink it down a bit before I can post it.
 
Commissar Vertinari, Imperial Guard Cadians or, if someone else wants the Cadians particularly, Catachens, candidate for Supreme Commander. I assume we create a character as our commander for our forces and pick a starting regiment. Correct me if I am wrong.
 
Vert,

Yes, you should create a character who will lead your army.

There can be multiple commanders from the same world. Let's say we have three Imperial Guard players, they can all be from Cadia if they wish. They don't even have to include a Cadian regiment in their force to do so, although it would be a good idea.

Once we have about 8 players or so, then I'll tell you how much requisition you start with. You will have 1 regiment deployed to the system for free and you will be able to deploy more if you wish from your starting requisition.

Good to have you aboard Vert.
 
Yes but how many Cadian regiments are there? That was my point if someone else wants the Cadians as their starting regiment they can have them I don't mind. My character I have not written about yet and he is not from Cadia, he is from Terra (Earth) or at least has lived there almost all his life as that is the location of the Schola Progenium where they are trained, I believe. Anyway he is from Earth.
 
75% of Cadia's population (which is in the tens of billions I believe) is involved in the military in some way. This includes both men and women, from their early teenage years through to retirement. Cadia's largest export is soldiers. There are thousands of Cadian regiments in the Imperium. If you want to field 4 regiments of Cadians, you are free to do so. As are any other Imperial Guard players. However, it would such a force would be at a disadvantage, they wouldn't be able to meet as wide a variety of threats since they are not diversified.

Also, Commissars do not actually command armies or regiments. Commissars are advisors and political/loyalty officers. I highly encourage you to include commissars in your stories, but i am afraid your commanders cannot be commissars, unless the chain of command breaks down severely due to losses.

A commander from Cadia and a Commissar from Holy Terra sound like they would make for some very fun stories.
 
I am here for the Emperor of Mankind. I put myself forth as a Supreme Commander from the Imperial Guard.
 
Hunter,
Glad to have you about.

Cobalt,
I'm afraid that running a massive game with all dozen or so armies would be unfeasible, at least for me as a mod. I prefer to do a smaller scale game well than a large scale game poorly. I may run a campaign in the future that focuses on the Necrons, Orks, Eldar, 'Nids, etc, but that may not be for a long time.
 
Commissars instil discipline and lead the charge. Commissars execute the traitors and rogue pyskers. Commissars can execute officers of any rank with sufficient evidence. Commissars such as Yarrick can obtain leadership of large forces and Commissars such as Commissar Gaunt have maintained their command for long periods of time. Please let me be a Commissar and I promise I will write a good back-story in the morning.

OOC: Yeah. Its just the way Fulton works and this way we get way more detail than we would if we were commanding larger armies but as Fulton jsut hinted at this will probably be an on-going series of Neses. You will get your chance.
 
I'll think about it.

Remember, Gaunt and Yarrick are extremely rare examples. As in, there may never be more than five or six such commissars active at any point in the entire Imperium.

In response to Vert's second comment, yes, this might be a series of games. For example, if the Imperium wins, I might run a short campaign on Stalinvast itself. If Chaos wins I might run a battlefleet gothic style campaign to take the rest of the solar system paving the way to an invasion of others.

I also plan on running another Varica game once this game series is finished.
 
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