After ten millennia of war, Typhus has finally made a fatal error.
He is winning his war against Fabricator General Khleng. His plan succeeded; his machinations prevented Metalica from being reinforced in time, and soon he will personally see the final infection of the Forge World's engines with his Legion's corrosive scrapcode complete. His vow to Warmaster Abaddon will be fulfilled to the letter.
But none of those who close in upon Typhus' fleet give a damn for the Fabricator General.
Inquisitors, Space Marine Captains, Canonesses, Marshals, Jarls, Generals, even High Lords of Terra - alienated by Fabricator General's recourse to Exterminatus early in the war and his shrill demands as it progressed, the bonds of camaraderie developing in their swelling Crusade easily override his nominal authority in the sphere.
Xenos in numbers and power well beyond Typhus' predictions smell destiny, riches or simply blood on the wind and race for the feast to come. The hunger of the Swarm, the cool calculation of the Aeldari, the joyous savagery of the Ork, none consider the survival of Metalica in their plans.
And of the forces of Chaos, precious few of Typhus' even nominal allies remain after the recapture of Fathom. Those loyal to the Terminus Est have been steadily cut down, devoured, and even betrayed. Those that remain - Thousand Sons, World Eaters, Dusk Raiders - do not bend knee to the Host of the Destroyer Hive.
Instead they have come to the Forge World for a single purpose - to kill Typhus, break his fleet, and put every last one of his plague creatures to the flame.
Invaders Win: Without the anchor of the Forge World, the Charadon sector is forever broken. Plague storms, scrap code, and a permanent tempest in the Warp render it impossible for the Imperium to hold, the few survivors not evacuated as the Crusade moves on easy picking for any warband that chooses to harvest them. Abaddon, regardless of his personal feelings, wisely rewards the victors, and your warband receives recognition, opportunity, or is just plain bought off. Your names are spoken in whispers of grudging respect by your erstwhile allies, and in fear by all others.
Defenders Win: Metalica is saved, but not before Fabricator Khleng is conveniently murdered by the Death Guard. After liberal application of purging flame the Forge World is recovered, and the Charadon sector secured as a bastion against the night. You will always be heroes here, gratefully feted and resupplied, and as the force you have gathered moves on as a new Crusade, you find the rest of the Imperium has heard of the legend of Charadon, and Inquisitor Tara has ensured your reputation as heroes has grown. This means respect, political muscle, but even more terrible duties...
Raiders Win: Once again the humans' ten thousand year long civil war has profited no-one but you. The Tyranids have returned vast stores of biomass to the Swarm and mass ready for the next feast. The Aeldari have manipulated events to their preferred future, with profit for the Drukhari and survival for the Craftworlds. The Orks have had a spectacular fight, and better yet - they've found out where an even better one will be, and they've told their mates...
Until the end of the September game day
War Zone Points earned per game:
Play any game: 1
Draw/Win Combat Patrol or Kill Team: 1/2
Draw/Win Incursion: 2/3
Draw/Win Strike Force: 3/4
Draw/Win Onslaught: 4/5
A maximum of 20 points can be earned per player per team during the phase.
With the riches of House Raven filling their holds, the Xenos feel the wind at their backs, and do not fear to tread anywhere in Charadon...
As winners of the last phase, the Defenders (Imperium armies) have access to the Hubris mechanic.
At the start of the game, if you are playing an army of the Defender faction, and your opponent agrees, you may select any number of the following bonuses to receive at the end of the game:
- 1 RP
- Choose an additional unit to be Marked for Greatness
- Forge World Warzone: Gain a free Weapon Enhancement or Crusade Relic (40K) or 2 equipment points (Kill Team)
- Real food, not corpse starch: Any friendly unit that is destroyed but passes its Out of Action test gains 1XP. Ignore the first failed Out of Action test.
For each bonus you choose, your opponent may roll one die. At any time during the game, they may substitute the rolled value of that die for any die that is about to be rolled (ie that hasn't already been set to a value by Miracle Dice or other rules) and is not being rerolled.
War Zone Assets
You may use the following rules if all players in a battle agree, and if you do so each player will earn a bonus War Zone point for the battle.
War Zone Assets represent the advantages gained by the opposing factions in their battles so far; the rules suggest teams should choose them from a list (with previous winners getting to pick first), but since we don't really have stable teams in the Age of Nurgle I will be picking them narratively for now.
Each Alliance has two War Zone Assets to choose from. After determining Attack and Defender, you may choose one of the two to use for that battle. In a Strike Force or larger game, you may spend 3 CP to use both.
- Inquisitorial Precognition (Witch Sight): Once per battle round, use the Command Reroll Strategem for 0CP
- Orbital Scrying: After both players have deployed their units, you may redeploy up to 1D3 units within your deployment zone.
- Ritual Sites: If your roll for determining first turn is a 1, 2 or 3, you may force all players to reroll.
- Scrap Code Vox Scream: Halve the range of enemy aura abilities.
- The Spoils of House Raven: Grant one unit a Weapon Enhancement for the duration of this battle (this does not raise its Crusade Points). Once per battle round, you may use a Wargear strategem for 0CP.
- Deep Void Battle Station: Gain D3 Command Points
Special Mission: Plaguebearer Offensive (pg 58, Book of Fire)
This will not be another bloody stalemate where the Imperium is battered but stands; today, Typhus finishes the war for Metalica himself. He will deliver the scrapcode into Khleng's brain personally, or he will at last die.
You gain a bonus War Zone point the first time you play this mission in this phase.
This is an objective control mission where the Defender has the advantage in controlling objectives, but the Attacker can put a powerful debuff on the Defender by performing an action on the Alpha objective.
The victor bonus is a massive gain in RP and extra XP for the Warlord.
I intend to paint Typhus and a LOT of poxwalkers and play the Attacker in a 100PL game on the September game day. I will offer a bounty of a free Battle Trait and 5XP for the unit that destroys Typhus, plus a free use of the Relic Requisition for their Crusade.
Strategic Value Points
The winning Alliance for the phase gains 3 Strategic Value points. At this point that means they will win the campaign.
Note: XP rewards can be distributed as you please between units on your Order of Battle
Winning Alliance: 5 XP, Hubris next phase
Second Place Alliance: 2RP
Losing Alliance: 2 RP
All according to plan: 1 RP or 5 XP (your choice) if you lose every game for the phase
Vengeance for Nagoya: If you beat an opponent who defeated you earlier in the phase, you may choose an extra unit to be Marked for Greatness for that game
Vengeance for Fathom: If you beat a Defender force, you may choose an extra unit to be Marked for Greatness for that game
Master of the 10th Company: 1 RP or 5 XP (your choice) for teaching someone to play 9th Edition 40K
Khorne Welcomes You: 1 RP and 5 XP for playing your first Crusade game of 9th Edition