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THE AERIANA CONFLICT This Campaign system is predominantly narrative. It’s up to players to organise games and explain the motives of their forces. However there is a very simplistic system to measure the pace of the campaign and it works as follows:

Game results: General When you play a game of 40K you can achieve 0-4 “campaign points”, which affect the campaign in a number of possible ways, detailed later. Draw: 0 points Win on VPs: 1 point Win on objectives: 2 points Win by double the objectives and by at least 2: 3 points Massacre (no enemy troops remain): 4 points If the game is Kill Points they too work in the same way as objectives.

Mega Battles A Mega Battle is any game over 3000pts or a game of Apocalypse. Mega Battles represent large decisive battles containing a significant portion of the forces available on a given world. As such they are do or die operations that can decide the fate of worlds, success bringing ultimate victory and failure leaving forces a shattered ruin of their former glory. Mega Battles award DOUBLE the number of campaign points as an ordinary game.

What happens to the points? What can be done with the points depends on what’s going on in the campaign. If you and your opponent are in a war on a planet you can take territory of your opponent’s racial holdings on that world, up to the number of points you won by. If you and your opponent are not engaged at all, your faction will earn +1 global modifier and your opponent -1, up to a total maximum of +1/-1.

Global Modifiers Global modifiers represent the overall effect waging other wars has on the main campaigning powers. Constant raids and defeats to smaller forces are a drain on resources, while victories over enemy forces can result in safer supply convoys and extra loot. Example global modifier table:


Global Modifiers Week 1 Week2 Week3 Week4 Total Global Tyranids 0 +1 -2 +1 +1 Necrons +1 -2 0 -1 Dark Eldar 0 0 +1 0 +1 Eldar 0 0 0 0 0 Chaos 0 0 0 0 0 Orks 0 +1 +1 Tau 0 0 0 0 0 Imperium -1 +2 0 -1 0

Global Modifiers are earned through defeating non-campaigning armies or forces which your force’s race is not engaged with on the map. Campaign points are not scored as above instead the campaign forces add +1 or -1 in the event of a victory or loss. Modifiers are used once a game is finished. When tallying campaign points, the winner adds the difference of his forces campaign modifiers and his opponents, to his points total to determine the number of territories he gains from this game. If the result is negative, no extra territories are added. Note Global Modifiers “decay” over time. Modifiers will decay by 1 point at months end.

Local Modifiers Local modifiers are planet specific, such as owning a particular city, or having air superiority (Local Modifiers are capped at a maximum of +3 and -3) and are detailed on the planet’s entry. Kinds of Local Modifier: - Kill Team Games (+1/-1 modifier) - Aerial Superiority Engagements (+2 /-2 modifier) - Special Operations (effects vary)

Special Operations Special Operations are strategic attacks designed to provide in campaign modifiers rather than, or in addition to campaign points. Once the intended goal and effect has been worked out with one of the Campaign Coordinators, a battle is then played between the attacker and the defender. Examples of Special Operations include: -Capturing an enemy listening post to disrupt enemy force deployments -Sabotaging a primary mag-lev line -Destroying a supply base to make an enemy out of supply in fuel, water or ammo -Infiltrating an assassin to kill an enemy leader


Generally speaking a special Operation is played as a non-standard mission type, perhaps one of the missions detailed in the A Galaxy of War section of the BRB (pg 342-369) or one of the supplements or expansions. Special Operations can have planet wide local effects such as altering deployment, unit availability, creating a Warzone Trait for a world, local modifiers, destroying fortified squares, razing squares, or even creating such things not for a world but even a single location on a world, such as a particular fortified square or some other planetary location that has developed some import during the campaign. Talk with the Coordinators on what you want to achieve, we are open to all manner of ideas. More or less you think it up and we’ll see if it can be done!

Planetary Operations Worlds do not have a map and are usually just represented by a bar of squares. When you win a game you take a number of squares equal to the number of campaign points you scored.

Invasion If your side has no squares on a planet, you must conduct an initial invasion. This can be a special scenario or a game of planetstrike, etc. Either way the system is the same and a win means taking a number of squares.

Fortifying and settling Instead of taking territory, you can improve your position on a world, fortifying every other square up to 3 points. This makes it more difficult for enemy forces to retake. Every other square on a minor world can be fortified up to +3. Once this is done a further 2 squares can be “added” using points in the normal way, and the second on fortified. Eventually a map can be created as the world is “settled” in this way (probably when the bar is too long to fit on an excel worksheet!)

Razing Instead of taking territory, you may raze a single territory. That territory loses all its characteristics (fortifications) and is classed as neutral. It costs 1 point to “un-raze” territory.

Example Danelloth

x3

x3

Danelloth is Ork/Tau held. The Tau have a +1 modifier and play the orks. They win on objectives and therefore gain 3 points (2+1). You cannot take a “partial” fortification, so the Tau take the available square and fortify with the remaining 2. Danelloth

x3

x3

x2


Can’t decide who is fighting where? If you and your opponent can’t decide between yourselves where the battle is happening and who is attacking where like adults, stop pulling each others hair and roll a dice.

The Master of Chaos To represent the inherent antagonism between Chaos warbands as their leaders vie for glory the campaign makes use of a system for Chaos infighting called The Master of Chaos. While Chaos claims territory like any other race, be sure to mark each captured square with some form of unique symbol for the controlling warband. Chaos forces may only fortify territory that that individual warband controls. Unlike other races, games played between two or more opposing Chaos forces count towards the campaign, allowing competing warbands to claim each others territory and they can even perform planetary invasions against planets held by other Chaos forces! At the end of each month tally up the total number of controlled squares (each level of fortification also counts as 1 square) of each individual Chaos warband. The Warlord of the force with the most controlled squares is declared The Master of Chaos and gains an additional roll on the Boon of Chaos table at the start of every game. This bonus is lost should another forces warlord be declared The Master of Chaos. There can only be one Master of Chaos at any given time.

The Waaaagh! Boss Like Chaos forces, mark each captured square with some form of unique symbol for the controlling warband. Forces may only fortify territory that that individual warband controls. Games played between two or more opposing Ork forces count towards the campaign, allowing competing warbands to claim each others territory and they can even perform planetary invasions against planets held by other Ork forces! At the end of each month tally up the total number of controlled squares (each level of fortification also counts as 1 square) of each individual warband. The Warlord of the force with the most controlled squares is declared The Waaaagh! Boss and gains the ability to declare a second Waaagh! in every game as well as the It will Not Die special Rule. This bonus is lost should another mobs boss be declared The Waaaagh! Boss. There can only be one Waaaagh! Boss at any given time.

The Golden Rule The golden rule is nothing is set in stone. Suggest something to me. A lot of these rules (that I shamelessly stole from the Sheffield Wargaming Society) have come about from player suggestions, and new rules can be added. In the end this is just a campaign system to make things more interesting, make sure players don’t feel “hard done by” which can happen in narrative campaigns, and to avoid organiser bias!


Aerial Operations Aerial Operations are a new kind of mission for this campaign. The Airforces Instead of choosing armies following the standard means, players instead choose an ‘Airforce’. An Airforce consist of any fliers or flying monstrous creatures normally available to a given codex, including supplements, dataslates and 40k approved forgeworld units as normal. At LEAST 2 flyers must be taken per Airforce with no maximum number; no single flyer/fling monsterous creature may be more than 250pts. Fortifications can not be purchased, and lords of war can only be chosen if both forces take a Lord of War and they are fliers or flying monstrous (obviously Lords of War ignore the 250pt model limit…). Long story short no groundpounders! The Battlefield


Roll for deployment map as normal. Games of more than 350pts should be played on a 6’x4’, games of more than 700pts on an 8’x4”. As the game is played at high altitude terrain should be sparse to non-existent, perhaps the occasional shattered spire top, mountain peak or high altitude installation, but that’s it! Deployment Units deploy as normal, note however that as there are (usually) no warlord you do not normally roll on the warlord table. First Turn The player who deployed first goes first, sieze the initiative as normal. On the nature of Turns Due to the nature of aerial combat, players take it in turns not to move, fire, etc their entire force but one aircraft at a time until all aircraft have done so. i.e.) player 1 ‘activates’ his first aircraft, moves, fires, etc. Player 2 then does the same with one of his aircraft. Then Player 1 activates an aircraft that has not yet been activated. Should one side have finished activating all their aircraft, the other side activates all their remaining un-activated aircraft at once. Once both sides have run out of aircraft to activate another game turn is played. Game Length Variable Game Length Mission Special Rules Aerial Operations make use of night fighting, reserves and Burning Skies as found in the CRUSADE OF FIRE campaign book. A Note on Reserves and Fliers: Ordinarily all fliers start the game in reserve. In an aerial operation however they count as normal units for reserves purposes. (ie, up to half in reserve, rest start on the board)

Missions


Aerial Superiority Aerial Superiority missions are played to achieve campaign local modifiers as detailed in that section. Victory Conditions The side with the most points at the end of the game wins. Any other result is a draw! Primary objective At the end of the game each player receives 2 victory points for each enemy unit that has been completely destroyed. Units that are fleeing or have left the table are only worth 1 victory point. Secondary Objectives As detailed in the Burning Skies section an additional victory point is earned for every enemy unit destroyed in a dogfight.

Bombing Run Bombing Run missions are a kind of Special Operation. As such they have a different reward mechanism than aerial supremacy or normal missions as detailed below. Forces The Attacking force MUST select at least 2/3rds of their force as Bombers. For the purposes of this mission a Bomber is any aircraft or monstrous creature than caries a bomb as defined in the BRB on page 81 or has at least half its armament in missiles that can only target ground units. Bombers can not move flat out in this scenario. The Battlefield Instead of rolling for deployment map as normal the game is played lengthways, with the short table sides being the players’ edges. Games of less than 700pts must be played on a 6’x4’ otherwise play on an 8’x4’ board.

Deployment The Attackers forces start off the board and move on from his table edge in the first turn following activation order as normal.


Victory Conditions The side with the most points at the end of the game wins. Any other result is a draw! Primary objective The Attacker scores 3 victory points for every Bomber that escapes off the Defenders table edge (note escaping units can not come back on from reserve). The Attacker also scores 1 victory point for every bomber they have in the Defenders deployment zone at the end of the game. The Defender Scores 1 victory point for every enemy non-Bomber unit destroyed and 2 victory points for every enemy Bomber destroyed. Secondary Objectives As detailed in the Burning Skies section an additional victory point is earned for every enemy unit destroyed in a dogfight. Campaign Results Should the Attacker win, they may reduce a fortified square on the planet by 2 levels. Should the defender win however they score a local modifier of +2


THE DAEMON’S STAR

HADES SPIRAL WARPSTORM

STYGEAN GATE

Aeriana sub-sector SUB-SECTOR

XENOS (TAU) WILDERNESS SPACE

+++ SYSTEM ACTIVE+++ +++SUB-SECTOR AERIANA SELECTED+++ +++CLEARANCE: AUTHORISED+++ +++MAP ACTIVE+++ MAP KEY: RED – KNOWN BASES OF THE GREAT ENEMY YELLOW – XENOS OCCUPATION ZONE (TAU) BLUE – BODIES OF HIGH ELDAR INTEREST –POSSIBLE MAIDEN WORLDS PURPLE – SYSTEMS LOYAL TO THE IMPERIUM


REGIONS AND WORLDS OF THE AERIANA SUB-SECTOR HADES SPIRAL WARPSTORM The Hades Spiral is a relatively small warpstorm located on the Eastern Fringe of Ultima Segmentum. Despite its size the storm is unusually strong and quite stable, although like all warpstorms it greatly disrupts travel in a wide radius about itself with only the Stygean Gate being a stable conduit into or out of its fearsome mass.

STYGEAN GATE As a stable conduit out of the Hades Spiral into Real Space, the Stygean Gate contains a number of worlds that together form a staging ground for several Chaos Warbands as well as being a safe haven for all manner of renegades and pirates. As such the Stygean Gate is heavily blockaded by a dedicated force of Imperial starships operating out of Naval Base Adrasta.

NAVAL BASE ADRASTA The lynchpin of the Imperial blockade, while smaller raids might penetrate the cordon no major fleet can avoid travel through the Adrastan Channel making a major chaos incursion impossible without first neutralising the threat imposed by this bastion of adamantium and ceramite. NOTE: Chaos forces can NOT claim territory OUTSIDE THE GATE without a CHAOS FORCE controlling at least ONE square on Adrasta. Likewise OTHER FORCES can not claim territory in the gate without controlling at least ONE square on Adrasta. This applies at all times .

WARZONE TRAIT: LOW GRAVITY (BRB: pg368)

ADRASTA


SCARATHAX WARZONE TRAIT: WARP STORM (BRB: pg367)

SCARATHAX

SALATHERIUM SALATHERIUM

WARZONE TRAIT: HAUNTED WASTES (BRB: pg368)

SEPHERATH

WARZONE TRAIT: WARP WINDS (BRB: pg368) SEPHERATH

____________________


____________________

____________________

____________________

HYDRAXIA War world. Former civilised world. Conflict escalating. HYDRAXIA WARZONE TRAIT: MINEFIELDS (BRB: pg366)


____________________

DOMIDUS Fortress world near the Stygean Gate. Intended as a muster point in the event of the fall of the Adrasta or to reinforce in the event of a major incursion. With increased activity from the Tau Empire it has become the muster point for an entirely different conflict‌

DOMIDUS

STRAX Verdant Death World. Primary extraction point for several lethal toxins used in local Banewolf variants and poison gas rounds. Some Eldar activity detected. WARZONE TRAIT: TOXIC MIST (BRB: pg368) STRAX

CYNABIS Mining world. Geologically unstable. Highly productive.

CYNABIS

CETI ARCADIA Civilised World. Sub-Sector capital.


Pop: 25 Billion

ARCADIA

HIERONYMUS’ LANDING Shrine World. Site of the Shrine of St Hieronymus the Immolator. Local Ecclesiarchy trends towards the Cult of the Warrior Born with strong Thorian influences. LANDING

AGRAXIA Hive World. Primary manufacturing world of the Aeriana Sub-Sector. Main Exports: Processed goods, Weapons grade promethium, Leman Russ Main Battle Tank – Macharian Pattern. Pop: 175 Billion

AGRAXIA

SERAPH Agri World. SERAPH


MALACHITE Mining World. While technically a dead world, Malachite is the site of heavy ore processing drawn from the surrounding asteroid belts. WARZONE TRAIT: PALL OF NIGHT (BRB: pg369) MALACHITE

SIGNUS Agri-World. Primitive population used to grow monocot cereal crops. Heavy use of terraced wet-paddy techniques prompted upgrade from Feral World designation in 774 328 M36.

SIGNUS

ZATHURA Minor Forge World. Formerly research station Delta 7-13. Having slowly grown from a weapons testing facility over a millennia ago, the Forge World of Zathura now contains over 17 factory cities and 1200 workshops with a population of over 500 million and almost 2 billion servitors. Production of Macharius Pattern Heavy Tanks has begun in response to preparatory build up for crusade force Aspera. ZATHURA


Medals of Valour Campaign Medals Stygean Star The Stygean Star is a medal that denotes active military service within the Stygean Gate and Aeriana SubSector. Being the most basic medal common soldiers can receive, it is regarded as having little value. This medal is awarded to the participating army when a player fights a Special Operation or participates in 2 campaign mega battles (3000+pts). All forces controlled by VIP players automatically possess a Stygean Star. The bearer of the Stygean Star is considered a Renowned Force and now has access to other Medals.


Unit Medals Order of the Scarlet Wing A basic medal from the same group as the Order of the Eagle's Claw, the Scarlet Wing signifies that the bearer has been injured but survived a battle in which he has participated in some manner of airborne assault. Injuries in such actions are commonplace, however, and veterans refer to receiving this medal as "getting your wings". Units who performed a deep strike or deployed from a unit with the Flyer unit type and suffered at least 25% losses are awarded this medal. Units bearing this medal halve their distance when scattering from a deep strike. Ribbon Intrinsic The Ribbon Intrinsic is an award given to units rather than individuals. It is given to squads that have proven to be the linchpin for a victorious battlefront, where they managed to turn a defeat into a victory through sheer determination. The Ribbon Intrinsic is said to forge a great bond between members of a platoon, though in practice, the Ribbon is usually awarded only to a handful of individuals, who are the survivors of gruesome battles they would rather forget. The medal itself is of low material value and takes the form of an etched brass strip with a tripartite ribbon hanging beneath. A unit is awarded a Ribbon Intrinsic if it wipes out or breaks a unit worth twice its points in close combat. Units bearing the Ribbon Intrinsic gain the Fearless special rule. Triple Skull The Triple Skull medal is a medal bestowed upon those who were in a unit that suffered at least 66% Casualties and survived. It is seen as the inferior Medal to the Golden Skull, which is given posthumously to the fallen of such actions. If a unit is reduced to less than 1/3rd of its starting size (or wounds if a character/HQ) and survived the battle it is awarded the Triple Skull. The Triple Skull grants the unit the Feel no Pain special rule. Eagle Ordinary A medal given to soldiers and personnel from associated military organisations (including the Imperial Navy and the Officio Medicae) for acts of valour beyond what is required. However, this does not apply to acts that are considered "extraordinary", which leads many bearers to joke that they are the "boring heroes" within their regiment. These who do not own this medal still regard it as a symbol of courage. A unit is awarded this medal if at the end of the game it is in possession of an objective that was held by the enemy in the previous player turn. Units with the Eagle Ordinary have the And They Shall Know No Fear special Rule.


Steel Aquila Dubbed the 'lunatics eagle', the Steel Aquila is awarded only to Guardsmen who were successful in the face of danger and managed to return fit for duty. It is usually only given in the most violent or impressive of cases. This Medal is awarded to units who destroy over three times their points value in a single game and survive. Units with the Steel Aquila have the Rage, Furious Charge and Counter Attack special rules.

Force Medals Administratum Medal The Administratum Medal is given to soldiers who fought to defend the property or personnel of the Administratum. This medal is awarded to the Participating Army in a special operation or mega battle that successfully held an objective that can be said to belong to the Administratum (for xenos rough analogues could be webway portals, tomb complexes, spore chimneys, etc). Forces awarded the Administratum Medal re-roll all rolls of 1 with their shooting attacks.

Character Medals Honorifica Imperialis Honorifica Imperialis is a term that refers to a number of gallantry medals. Each Segmentum has its own variant, such as the Obscuras Honorifica. The bearer of an Honorifica Imperialis is regarded as a genuine hero of the Imperium and will enjoy the highest regards from his comrades and superiors. This medal is awarded to a character that defeats an enemy worth at least 1/3rd more points in a challenge and survives the battle. A Character with the Honorifica Imperialis Gains +1 to all their stats if a HQ, unit leaders gain +2. Medallion Crimson The Medallion Crimson is a common battle honour amongst veterans of the Imperial Guard. It is given to those who did their duty despite being mortally wounded. As such many are awarded posthumously. This medal is awarded to a character that succeeded in scoring at least one victory point while also on their last wound. The recipient gains the Eternal Warrior and It Will Not Die special rules.

Macharian Cross


The Macharian Cross is awarded to Imperial Guard officers to reward successful and intelligent application of the Tactica Imperialis in battle. Those who bear it have a chance to be included into the general staff of future campaigns where their skills can be of use. This medal is granted to the armies Warlord if the army suffers less than 25% casualties and scores a victory by over 10pts or completely wipes out their opponent. The Warlord may CHOOSE his warlord trait before a battle! Order of Ollanius Pius Ollanius Pius was the lone Man who stood in front of Warmaster Horus, sacrificing his life for the Emperor. His saint-like image is usually on Imperial Guard banners, and this medal is the highest honour a mortal man can earn in the service of the Imperium. This medal is awarded to the individual model that can be said to have turned the tide of the whole campaign, be it an unstoppable juggernaut or a lone guardsman who held an objective at the right time. While it will probably be awarded at the end (if at all) it can be won part way through the campaign. This is a VERY rare medal and is unlikely to be granted, but if there is a man who stood tall and turned the fate of an entire world he certainly deserves this! This is so huge I don’t even know what the reward is yet! Knight of Adrasta Both a medal and honorific title given to Officers of the rank of a Colonel and above. It is given to those who have led their regiment in 30 or more days of consecutive combat. This medal is awarded to a force that defends a location against enemy attack for 2 campaign turns and submitted at least 6 battle reports in that time. This is an award that is granted to an army’s warlord. The warlord grants all units within 12” the stubborn and hatred special rules. Ward of Cadia This is debatably the highest honour a Cadian can be presented with, given for extraordinary courage and determination in the face of extreme danger. Once given, the bearer is referred to as "Warden" or "Bearer of the Ward". A notable bearer is Warden-Colonel Parmenion Thade, given to him after he led a company of his men into the tunnels of Cadia, killing several Chaos Space Marines and in the destruction of a Chaos Titan at it's inception during the 13th Black Crusade. This honorific is granted to the warlord of a force that destroys twice its point’s value in a mega battle without the assistance of a super heavy and is holding at least one objective at games end. The warlord grants all friendly units within 12” the Crusader, Monster Hunter and Tank Hunter special Rules.


RECORD OF REGIMENTAL HONOURS, ACCOLADES AND MEDALIONS Formation Name: Designation: Reporting Officer: Signature : Date: +++ Departmento Munitorum Use Only +++ Signing Officer: Authorisation Stamp Signature: Date: (Do Not Mark Here!) Proper Approval: Proceed: Conduct Acceptable: Notes: +++ Departmento Munitorum Use Only +++ Register of Regimental Honours Stygean Star

Macharian Cross

Knight of Adrasta

Ward of Cadia

Access to Medals

Warlord choose warlord trait

warlord grants stubborn and hatred 12”

Crusader, Monster Hunter Tank Hunter 12”

Roster of Noteworthy Formations Name: Type: Designation: Serial Code: Nomenclature Unit of WS BS S T W

No:

Vehicle Type:

BS

Armour: Front Side

I

Rear

-PTS A LD Sv

Special

Medalion Earned Scarlet Wing

Ribbon Intrinsic

Triple Skull

Eagle Ordinary

Steel Aquila

halve deep strike

Fearless

Feel no Pain

ATSKNF

Rage, Furious, Counter Attack

Administratum

Honorifica

Crimson

Order of Ollanius Pius

re-roll all 1’s with shooting

Character Stat upgrade (include above)

Character -Eternal Warrior, It Will Not Die

+++ THIS IS A PERMANENT RECORD+++ DO NOT WRITE IN THIS SPACE


Roster of Noteworthy Formations Name: Type: Designation: Serial Code: Nomenclature Unit of WS BS S T W

No:

Vehicle Type:

BS

Armour: Front Side

I

Rear

-PTS A LD Sv

Special

Medalion Earned Scarlet Wing

Ribbon Intrinsic

Triple Skull

Eagle Ordinary

Steel Aquila

halve deep strike

Fearless

Feel no Pain

ATSKNF

Rage, Furious, Counter Attack

Administratum

Honorifica

Crimson

Order of Ollanius Pius

re-roll all 1’s with shooting

Character Stat upgrade (include above)

Character -Eternal Warrior, It Will Not Die

Roster of Noteworthy Formations Name: Type: Designation: Serial Code: Nomenclature Unit of WS BS S T W

No:

Vehicle Type:

BS

Armour: Front Side

I

Rear

-PTS A LD Sv

Special

Medalion Earned Scarlet Wing

Ribbon Intrinsic

Triple Skull

Eagle Ordinary

Steel Aquila

halve deep strike

Fearless

Feel no Pain

ATSKNF

Rage, Furious, Counter Attack

Administratum

Honorifica

Crimson

Order of Ollanius Pius

re-roll all 1’s with shooting

Character Stat upgrade (include above)

Character -Eternal Warrior, It Will Not Die

+++ THIS IS A PERMANENT RECORD+++ DO NOT WRITE IN THIS SPACE


Roster of Noteworthy Formations Name: Type: Designation: Serial Code: Nomenclature Unit of WS BS S T W

No:

Vehicle Type:

BS

Armour: Front Side

I

Rear

-PTS A LD Sv

Special

Medalion Earned Scarlet Wing

Ribbon Intrinsic

Triple Skull

Eagle Ordinary

Steel Aquila

halve deep strike

Fearless

Feel no Pain

ATSKNF

Rage, Furious, Counter Attack

Administratum

Honorifica

Crimson

Order of Ollanius Pius

re-roll all 1’s with shooting

Character Stat upgrade (include above)

Character -Eternal Warrior, It Will Not Die

Roster of Noteworthy Formations Name: Type: Designation: Serial Code: Nomenclature Unit of WS BS S T W

No:

Vehicle Type:

BS

Armour: Front Side

I

Rear

-PTS A LD Sv

Special

Medalion Earned Scarlet Wing

Ribbon Intrinsic

Triple Skull

Eagle Ordinary

Steel Aquila

halve deep strike

Fearless

Feel no Pain

ATSKNF

Rage, Furious, Counter Attack

Administratum

Honorifica

Crimson

Order of Ollanius Pius

re-roll all 1’s with shooting

Character Stat upgrade (include above)

Character -Eternal Warrior, It Will Not Die

+++ THIS IS A PERMANENT RECORD+++ DO NOT WRITE IN THIS SPACE


Roster of Noteworthy Formations Name: Type: Designation: Serial Code: Nomenclature Unit of WS BS S T W

No:

Vehicle Type:

BS

Armour: Front Side

I

Rear

-PTS A LD Sv

Special

Medalion Earned Scarlet Wing

Ribbon Intrinsic

Triple Skull

Eagle Ordinary

Steel Aquila

halve deep strike

Fearless

Feel no Pain

ATSKNF

Rage, Furious, Counter Attack

Administratum

Honorifica

Crimson

Order of Ollanius Pius

re-roll all 1’s with shooting

Character Stat upgrade (include above)

Character -Eternal Warrior, It Will Not Die

Roster of Noteworthy Formations Name: Type: Designation: Serial Code: Nomenclature Unit of WS BS S T W

No:

Vehicle Type:

BS

Armour: Front Side

I

Rear

-PTS A LD Sv

Special

Medalion Earned Scarlet Wing

Ribbon Intrinsic

Triple Skull

Eagle Ordinary

Steel Aquila

halve deep strike

Fearless

Feel no Pain

ATSKNF

Rage, Furious, Counter Attack

Administratum

Honorifica

Crimson

Order of Ollanius Pius

re-roll all 1’s with shooting

Character Stat upgrade (include above)

Character -Eternal Warrior, It Will Not Die

+++ THIS IS A PERMANENT RECORD+++ DO NOT WRITE IN THIS SPACE


The Aeriana Conflict