By order of the high council of Terra and by the will of His most Holy
Majesty, the God Emperor of Mankind,
It is here by ordered and decreed that Lord Solomon Mateus,
* a member in good standing of His most Holy Inquisition;
* and a faithful servant of Humanity,
and having been found:
* Diligent in the pursuit of the demonic
* Ruthless in the execution of his manifold duties;
* Steeped in the doctrines of faith and purity,
Shall henceforth be granted:
* the Title of Lord Inquisitor, Malleus Persuivant along with all
the rights and privileges thereof.
Inquisitor, Lord Solomon Mateus is hereby burdened with the sacred
duty for the protection of Mankind from the multitudinous heresies of
the Mutant; the Heretic; the Alien and the Demonic, that beset him
from all sides.
Let none who are loyal to the Emperor of Mankind deny him of any
succor or any aid on pain of death and eternal damnation, be it
physical, material or spiritual that he may request or demand of any
Imperial citizen be he lord or labourer, for to deny him is to deny
By order of the Lord Echelisarch and the most holy Church of the
Emperor Ascendant, it is here by ordered and decreed that Inquisitor,
Lord Solomon Mateus shall be granted Absolvo Dei Imperator Perpetua
for any and all actions he may deem necessary in the execution his
By order of the high council of Terra and by the will of His most Holy
The goal of the campaign is basically the same as the previous campaign The H'Russ incident':
- To keep the book keeping to a minimum;
- to have a definitive end in a reasonable space of time;
- provide a framework to tie games into a narrative whole.
As such we are broadly keeping the same rules as that campaign, while addressing one or two concerns that rose during the course of the games.
It was felt at the end of The H'Russ incident, that the experience System re-in forced success too much, and that the restrictions on changing your army list were punitive.
In order to address these concerns the following Campaign rules are proposed for the Battle for H'Russ.
the first player to Reach a total of 6 victory points.
Gain One victory point per game where the player was on the winning side.
this campaign contains the following factions:
Sword of Varshar (Eldar)
H'Russ Exodites (Eldar)
- Hive Fleet Leviathan - Germanicus tendril (Codex: Tyranids)
- 13th Penal Legion (Codex: Imperial Imperial Guard)
- 287th Death Korps Panzer Grenadiers (Codex: Imperial Imperial Guard)
- H'Russ Sept (Codex: Tau Empire)
All factions except Tyranids may form alliances.
All alliance members gain the VP' s and Cp's for a game played where they had figures on the field.
Campaign points (CP's) replaces Unit experience points. For each game played a player may accumulate CP's based on the result of the game. CP's can be redeemed for Veteran Skills or points bonuses in a single game.
Win = 2 CP's
Draw =1 CP's
Loss = 0 CP's
Regular Tyranid players (me anyway) gain an extra CP for any game they do not participate in. This is to simulate the absorbtion of biomass elsewhere on the planet and the growing tyranid menace.
Redeeming Campaign Points
CP's can be used to buy a roll on the Veteran Skills table at the following rate:
- 1CP = Preliminary Bombardment
- 4CP = 1 Random Veteran Skill (Roll once on the veteran skills table E5:p263 and add it to the army list)
- 6CP = 15 % points bonus for one game
games must be played with a valid army list and you must have it available for inspection by your opponent at time of play.
An army list may be changed at any time during the course of the campaign with no detrimental effects.
Using veteran skills
Veteran Skills are gained by a player for their faction by spending CP's. Roll once on the veteran skills table E5:p263 and add it to the army list.
The veteran skill can be applied to any legal unit in the army for a game.
The unit carrying the Veteran Skill must be declared to the opposition at the beginning of the game or it cannot be used for that game.
If a unit carrying a veteran skill is completely destroyed (or the vehicle explodes) during a game then the Veteran Skill is permanently lost and is removed from the players faction.
The Campaign to recover the Artifact (most likely a C'Tan item or old ones tech) has come to an end with an Eldar victory. The Imperials came second (mostly because of meeting the fluffy objectives while being largely massacred at the same time) with the Tau left wondering what the hell just happened.
The Eldar player demonstrated a masterful command of his army list and while starting a little roughly came to dominate almost all the games he played.
The Imperial Player (Me) never really got the hang of his army list and limped along. My list did mostly OK against the Eldar particularly early Campaign, but against the Tau player all but one game was a massacre, after much talk the conclusion was that the army needed more Las-cannons, basically somthing to create targeting dilemmas in the oppositon, I had hoped to replace the Las-Cannons with mounted melta-guns, but it didn't really work.
The Tau player was kicked around the field by the Eldar player but all through the Campaign demonstrated superiority over the Imperials. Later in the campaign when he started to apply all of the rules for the equipment he had forgotten he even started to challenge the Eldar player, but it was too little too late.
Future for H'rus
All of the players of the campaign got together to discuss the next campaign, and decided to keep it on H'rus. The plot hook is somthing like this:
An elite strike team has been left behind (as well as those who did not make it back to the departing ships of the Division) to locate the Artifact and will pop up from time to time. This is a new player and not me. He is playing a small last chancers army, and makes a horrendous journey to get to where we play. So he will only occasionally be around to participate.
The truce on H'rus between the Tau and the Eldar has been broken, worse from the Eldar perspective the Tau have allowed Imperials on the planet which has almost cost them the Artifact. The Biel Tan Seer Councils have consulted the skeins of fate and have decided the Tau must go. Genocide is the only answer tot he Tau question.
The betrayal by the Exodites of H'rus is unconcionalble and cannot be allowed to stand. They must join the Greater good as some of their kind have done before or regretfully they must be destroyed.
I am taking a break from the Imperials for a while to play Tyranids. Somewhere hidden on the Division fleet is a genestealer cult. When the division left they left behind a cell of their hidden hitchhikers. As the Hive Fleet approaches they are becoming more active. Native flora and fauna are changing and becomming more agressive the vanguard of the great devourer is waxing on H'rus!
Regiments of Krieg
The Imperial Guard
- ► 2010 (14)
- ▼ February (3)
Echoes in the Warp
On the Workbench
- 3rd Platoon
- 95th Imperial Rifles
- Army LIst
- Army Planning
- Bane Wolf
- Battle Report
- Biel Tan
- Campaign 2
- Campaign Honors
- Campaign ideas
- Command Team
- Cygurdsin Millitia
- Death Korps
- Enemies of the Imperium
- Fire Support Squad
- H'Russ Sept
- Heavy Bolter
- Hive Fleet Germanicus
- Hrus Incident
- Hunting Russ
- I Battalion
- Imperial Guard
- Invasion of H'Rus
- IX Company
- IXX Company
- Praxedes IV
- Project Earthshaker
- Ultima Thule
- Work bench
- XII Company
- XV Company