The Battle Barge Campaign Guide is your key to the war for Aequenor, a world torn apart by Imperium, Chaos, and Xenos forces, each with their own desperate goals. Inside, you’ll find the setting lore, the factions fighting for dominance, and the campaign rules that will shape every battle during your cruise. This isn’t just background reading, it’s the roadmap to the narrative you’ll be living out at sea.

Every dice roll, every victory point, every painted model you field contributes to the larger conflict. Your actions don’t just decide who controls a hex on a map, they echo into the future of Battle Barge, influencing storylines and campaign arcs for years to come. Reading the guide before you set sail ensures you’re prepared to jump into the Grimdark, armed with the knowledge and strategy to make your faction’s mark on history.

WELCOME TO AEQUENOR

Sea Devils 409th Aequenor Battle Barge Cruise Campaign 40K wargamingEast of the war torn Ultima Segmentum within the Eastern Fringes, a blue jewel of a planet designated simply as Aequenor Prime within the Galvex Sector cried out for aid as the vile forces of Chaos and perfidious Xenos began ravaging the planet for its valuable catalytic substances known as crusentium. Seeking to disrupt these logistics throughout the Galvex Sector. Aequenor is a massive planet with 87% of its surface covered by oceans rich with marine life and valuable raw materials.

Crusentium is an ambergris-like substance with catalytic properties useful in numerous chemical reactions including increasing efficiency of fuel, plasma reactions, and used to create various alloys used throughout the Imperium. The Forces of Chaos seek this material to further their war machine, while the Xenos seek to either deny it to their enemies, or use it for their own unknowable ends.

Aequenor boasts a large hub for the Adminstratum and sits at a crossroads of several recently stable pathways through the Warp making it a highly desirable strategic position for anyone who controls it. Much of the wealth of Aequenor is derived from shipping supplies, equipment, and other important assets quickly and safely to several parts of the Ultima Segmentum. While their primary exports bring in large amounts of wealth, the dominant Administratum presence also serves as an important hub for bureaucracy in the Calim’s Reach subsector. Profits generated by the tithes for completing important documentation allows the native Aequenorians to generate immense wealth they then use to bring resources to ensure the oceans of their world remain profitable.

Due to the strategic placement of Aequenor, the Administratum has granted the Tithe Grade of Exactis Prima, requiring immediate response from Imperium forces to protect the planet. Losing Aequenor will be a serious blow to the Galvex Sector. Knowing their sacrifice would not be in vain, the planetary defense platform crews fought valiantly as the platforms burned high above the oceans from the treacherous fleet bombardment. When little more than wreckage filled the orbit of Aequenor, alarm klaxons both on planet and among the treacherous fleet blared as space was ripped asunder with the arrived of the combined fleets of forces drawn from all across the Imperium arrived.

As volleys of macrocannon and lance batteries were exchanged between the fleets, both sides began landing operations to secure the planet. Yet few were prepared for what they found on the surface. When Hive Fleet Kraken had torn its way across the Ultima Segementum, a splinter fleet had assaulted Aequenor. Though many believed the Hive Fleet had been utterly annihilated, a Hive Ship had crashed into the waters of Aequenor. Biding its time and gathering biomass slowly, the splinter fleet grew beneath the waves of Aequenor until it sensed the impending invasion by Chaos and countless Tyranid bioforms spilled out of the shell of the hive ship and began assaulting the few landmasses on the planet.

Drawn by opportunities to further their mysterious goals, several smaller fleets of Xenos species filtered into the battlezone and began shifting the war to suit their needs. Many times both forces of the Imperium and the Ruinous Powers found Xenos battlegroups inadvertently assisting in the battle as each side fights over objectives.

The Aeldari have arrived due to prophecy spoken by Farseers suggesting Aequenor held a trove of spirit stones which once belonged to ancient Aeldari thought to be lost after the birth of She who Thirsts.

Riddled with fear and doubt, the populace of Aequenor have come under assault from Drukhari forces seeking to gather slaves to feed on amidst the confusion of the battlefield.

The Votann have taken a special interest in the industrial applications of crusentium, learning it may have the potential to extend the lifespan of their Ancestor Cores to ensure their knowledge matrices do not break down.

Word spread quickly amongst the Orks of a great battle happening on a water planet, and a collection of WAAAAGH appeared from the vast darkness of space to enjoy battles on the high sea and fight many different kinds of foes.

A Tau exploration fleet inexplicably was pulled through a warp storm at the southern end of the Cicitrix Maledictum and have found themselves trapped within Calim’s Reach. Aequenor fits their specifications for a world in which they can expand their sphere, however, they will need to gather materials to build a comm array to communicate with the rest of their Empire.

While still in the budding stages, the appearance of the Tyranid bioforms from the ocean has galvanized a collection of Genestealer Cults awaiting to spread from Aequenor to several surrounding systems to rise up and join with their gods in taking Aequenor for their ‘God’.

Sensing imminent danger to their long sleeping Tomb World, Aequenor VI has awoken, however, the governing AI of the world has degraded and no longer remembers which dynasty it was formerly a vassal to over the long millennia and has sent a far reaching distress call to any Necron forces requesting aid and a promise to join whichever dynasty takes control of the Aquenor System.

PLANET: Aequenor II

CLASS: Hive World

SIZE: 220,000 KM

SIZE OF STAR: Medium

TECH LEVEL: Mid Imperial

SECTOR: Galvex

SUBSECTOR: Calim’s Reach

GALACTIC POSITION: UL/VEN/CR/213/472

SATELLITES: 4 (Druna, Markal, Funnen, Wilgard)

GRAVITY: 1.02g

AXIAL TILT: 16.8 degrees

LENGTH OF DAY: 53 Terran Hours

LENGTH OF YEAR: 186 Local Days (411 Terran Days)

ATMOSPHERE: Average (Terran-like)

HYDROSPHERE: Damp (Large oceans, numerous inland seas)

TEMPERATURE: High Average

CLIMATE: Terran Like

PLANETARY GOVERNOR: MISSING

BATTLE MAP

40K Wargaming Hexmap Sea Devils 409th Campaign - Battle Barge Cruise

ADEPTA PRESENCE:

  • Adeptus Arbites – Moderate
  • Adeptus Astra Telepathica – Slight
  • Adeptus Astronimica – Token
  • Adeptus Mechanicus – Moderate
  • Administratum – Dominating
  • Adeptus Ministorum – Moderate
  • Inquisition – CLASSIFIED

Native Flora and Fauna: Local Megafauna known as Aequenoran Whales produce an ambergrist-like substance known as crusentium which has catalytic properties useful in numerous chemical reactions including increasing efficiency of fuel, plasma reactions, and used to create various alloys used throughout the Imperium.Countries and Continents: The world is ruled by the Administratum spread over 13 micro continents (Most around the size of Europe).

BATTLE MAP

40K Wargaming Hexmap Sea Devils 409th Campaign - Battle Barge Cruise

PLANET: Aequenor II

CLASS: Hive World

SIZE: 220,000 KM

SIZE OF STAR: Medium

TECH LEVEL: Mid Imperial

SECTOR: Galvex

SUBSECTOR: Calim’s Reach

GALACTIC POSITION: UL/VEN/CR/213/472

SATELLITES: 4 (Druna, Markal, Funnen, Wilgard)

GRAVITY: 1.02g

AXIAL TILT: 16.8 degrees

LENGTH OF DAY: 53 Terran Hours

LENGTH OF YEAR: 186 Local Days (411 Terran Days)

ATMOSPHERE: Average (Terran-like)

HYDROSPHERE: Damp (Large oceans, numerous inland seas)

TEMPERATURE: High Average

CLIMATE: Terran Like

PLANETARY GOVERNOR: MISSING

ADEPTA PRESENCE:

  • Adeptus Arbites – Moderate
  • Adeptus Astra Telepathica – Slight
  • Adeptus Astronimica – Token
  • Adeptus Mechanicus – Moderate
  • Administratum – Dominating
  • Adeptus Ministorum – Moderate
  • Inquisition – CLASSIFIED

Native Flora and Fauna: Local Megafauna known as Aequenoran Whales produce an ambergrist-like substance known as crusentium which has catalytic properties useful in numerous chemical reactions including increasing efficiency of fuel, plasma reactions, and used to create various alloys used throughout the Imperium.Countries and Continents: The world is ruled by the Administratum spread over 13 micro continents (Most around the size of Europe).

Factions

The campaign is designed to be focused on Imperial vs Chaos factions. Xenos factions will be allowed to fight on either side, however, we must balance out the tables to ensure everyone can play.

Each Player will have 1000pts to bring to the table for a 2v2 game with the following limits…

Max of 2 of any non-Battleline Unit.
Max of 1 Titanic Unit.

Submit up to three 1000pt lists from the same faction/sub-faction, then pick one at the start of the day to use for all your games.

40K Wargaming Imperial Logo SQ Sea Devils 409th Campaign - Battle Barge Cruise

IMPERIAL FACTIONS:

  • Adeptus Astartes
  • Custodes
  • Adeptus Sororitas
  • Imperial Agents
  • Imperial Knights
  • Adeptus Mechanicus
40K Wargaming Star of Chaos Logo SQ Sea Devils 409th Campaign - Battle Barge Cruise

CHAOS FACTIONS:

  • Chaos Space Marines
  • Deathguard
  • Emperor’s Children
  • World Eaters
  • Thousand Sons
  • Chaos Daemons
  • Chaos Knights
40K Wargaming Xenos Logo SQ Sea Devils 409th Campaign - Battle Barge Cruise

XENOS FACTIONS:

  • Aeldari
  • Drukhari
  • Votann
  • Necrons
  • Tyranids
  • Genestealer Cults
  • Tau
  • Orks

CAMPAIGN RULES

Synapse-Lost Tyranid

Event.Cruises Crew will occasionally use Tyranid forces against all factions as special events or to fill in as partners to a table without enough players due to excursions, absence, etc.

Army Lists

Army lists must be submitted to the Admins (preferably electronically).

Admins will record the lists and have them available if needed. Admins may be requested to print Army lists for folks in case they lose their copy.

Admins may be required to verify point lists using the latest updates from Games Workshop (GW) and inform players their lists may be over or under points costs.

Custom Miniatures

Players may use custom miniatures. With this being a narrative event, there is no limit on kit bashing 3D printed or 3rd party models.

Players will be required to inform other players at their tables of what the model is and if necessary what Wargear the model has.

Custom Models must be at minimum close to the same size official models, but may be larger. Rules for line of sight will still apply even if a model is bigger or has a different silhouette compared to the official models.

Custom Bases

Custom Bases are allowed as long as they are at minimum the same height and diameter as a GW base for the unit. Players may use larger bases at their own discretion.

An exception will be made for older GW models (Such as Space Marines) which were originally on 25mm bases and then updated to 32mm bases. Newer models must be on a base the same size as the ones which come with the models.

Command Center

The Command Center is where Players can ask questions, get help finding a game, and will turn in the results of each battle.

Our team of Administratum Reps will be able to provide updates and answers to the Players between rounds.

Campaign Points and the Hex Map

The Narrative will be driven by each side taking control of Hexes on the Map provided.

  • Empty Hexes is worth 1 Campaign Point
  • Tactical Assets are worth 2 Campaign Points
  • Hive Cities are worth 3 Campaign Points

Each round the Administratum Reps will determine which side controls the hexes and update who controls the hex as soon as all battle records have been turned in.

Taking Control of a Hex

At the end of a Round, the Battle Record Sheet must be turned into the Command Center by at least one of the players who participated in the game.

Battle Record Sheet

Each Table will have a Battle Record Sheet to record Victory Points (VP). Battle Record Sheets must be turned in after each round to the Command Center.

Players must fill out the sheet clearly and legibly to have their scores count.

If a table does not turn in their Battle Record Sheet, they cannot assign Net Victory Points to a hex.

Net Victory Points (NVP)

Net Victory Points are calculated by subtracting the losing team’s VP total from the winning team’s total and any VP expenditures for either side. Those NVPs may then be assigned to a Hex on the Hex Map by the winning team. Players may split the NVPs and assign them to up to two Hexes.

Each Hex will have an individual total of NVP for Imperial or Chaos. Whichever side has more NVPs assigned to the Hex, controls the Hex.

NVPs assigned to a hex are considered Classified Information.

Victory Point Expenditures

A team member may choose to note on their Battle Record Sheet if they wish to expend some of their Victory Points to get one of the following…

Intel Brief – 5VP

The Player may see the current NVP totals of any hex and the surrounding hexes. Player may spend VPs to purchase any of the following merch…

  • Purity Seals – 10 VP
  • Faction Coin – 10 VP
  • Mini Banner – 5 VP
  • Raffle Ticket for Closing Show – 2VP

Tactical Asset Benefits:

In addition to increased Campaign Points, Tactical Assets give the side controlling them a benefit. All Players on a side that controls a Tactical Asset gains access to the following benefits during their games.

Tactical Assets:

  • Missile Silos x5
  • Manufactorum x3
  • Comms Array x1

Missile Silos

If a side controls a Missile Silo, they gain access to the Missile Barrage Stratagem.

Missile Barrage – 2CP
Strategic Ploy Stratagem

When: Your Command Phase
Target: One point on the battlefield
Effect: Once per battle, you may place a marker anywhere on the battlefield. For each unit that is within 6″ of the center of the marker roll one D6: on a 2+, that unit suffers D3 mortal wounds. Then remove the marker.

  • If your faction controls 2 Missile Silos – Increase the damage to 2D3 Mortal Wounds
  • If your faction controls 3 Missile Silos – Increase the damage to 1D3+3 Mortal Wounds

Manufactorum

If a side controls a Manufactorum, they gain access to the Logistic Surplus Stratagem.

Logistic Surplus – 1CP
Strategic Ploy Stratagem

When: Your Command Phase
Target: Up to two non-[TITANIC] Units in your army or 1 [Titanic] Unit
Effect: The chosen Units may gain one of the following…

  • Reroll 1s on hit rolls in the Shooting Phase. If the unit already has Reroll 1s, they may reroll the Hit roll.
  • Restore 1d3 Wounds to a model
  • Reroll Armor Saves of 1 for the turn (This does not apply to Invulnerable Saves).
  • Restriction: This Stratagem may only be used once per game.

Each unit may gain a different benefit…

If your faction controls 2 Manufactorums – The options are now:

  • Reroll 1s to Hit and Wound in the Shooting Phase, if the Unit already rerolls 1s to Hit, they may reroll the Hit roll.
  • Restore 1d3 Wounds or return a model to a unit on the battlefield with d3 Wounds remaining
  • Reroll any saves of 1 for the turn.

Army Lists

Army lists must be submitted to the Admins (preferably electronically).

Admins will record the lists and have them available if needed. Admins may be requested to print Army lists for folks in case they lose their copy.

Admins may be required to verify point lists using the latest updates from Games Workshop (GW) and inform players their lists may be over or under points costs.

Comms Array

If a side controls the Comms Array, may use Coordinated Maneuvers after all armies have been deployed.

Coordinated Maneuvers: After players have deployed their armies, each player on the side controlling the Comms Array can redeploy one unit. When doing so, that unit can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.

As Dominus Hadron’s optic sensors took in the massive missile batteries being hastily constructed by servitors, the noosphere alert arrived, with a burst of binharic static, Hadron gave the order for his Skitarri Clades to take up defensive positions. As dozens of the cybernetic soldiers lifted their Radium Carbines, Hadron’s optics zoomed in on the shoreline just over a mile out. The surface of the water roiled violently as the first invasive bioforms began to rise from the waves. With another burst of static from his vox grill, Hadron ordered his Clades to lay down suppressive fire when the Xenos came into optimum firing range.

Knowing Marshal Unit G19-H3 could handle the battle, Hadron turned his attentions to the orbital battery and began prayers to accelerate the Motive Force of his servitors to hasten construction. While he calculated the odds of finishing before the Tyranids could overwhelm his Skitarri, Hadron submitted a request for reinforcement through the noosphere, knowing with at least 73% certainty, his brethren in the Adeptus Mechanicus were also hard pressed to achieve their goals.

Before long the hum of Radium Rifles filled the air, the first wave of Tyranids was cut down with horrific efficiency, however, they poured from the ocean endlessly encircling the orbital missile battery like the jaws of a massive beast about to snap shut on its prey. As the calculations for success were recalculated moment to moment, Hadron watched as the chance for success continued to decrease. As the powerful and prideful machine spirit of the battery stirred to life, Hadron knew time was short.

“Great Machine of the Omnissiah. I beseech you and request immediate termination of all Xeno lifeforms at the coordinates Theta Rho Quintus. Give life to the heralds of the Omnissiah’s wrath. Deliver us from the bonds of flesh. I offer the Motive Force of my spirit to yours to provide succor to supplicants of the Machine God.”

With a roar, four missiles each the size of a Skitarri Dunerider climbed into the sky in a sharp arc. As the ocean shore vanished in plume of fire and smoke, Hadron knew it would do little to stem the tide, however, he did chuckle as the odds of survival improved slightly.

GAME ROUNDS

There will be 3 rounds each day. Players may participate in rounds as they have availability. Each table will be required to track their scores on the Battle Record Sheet. Each table should only submit 1 Battle Record Sheet after the conclusion of a game.

Round Briefing

Each round will be preceded by a 30 minute Briefing. Players may coordinate their teams, choose their tables and await the beginning of the round.

Players are welcome to coordinate their groups as they want. During the Round Briefing, the Admins will put out Mission sheets and Battle Record sheets at each table.

Mission Sheets

Each table will be assigned a Mission. Players will be allowed to choose which table they wish to play on.

Mission sheets will include Terrain Layouts, Primary Mission, Mission Rules, and any Extra Rules.

Table Participants

Each table requires 4 Participants, two fighting for the Imperial side, two for the Chaos Side. Players with Xenos armies may fill in on either side to help ensure as many tables as possible have 4 Players.

  • If a table does not have enough Players, Admins will attempt to consolidate tables either by locating enough players to fill out the full table, or using Tyranid Ringers to fill in the gaps.

At 10 minutes before the round begins, the Admins will announce Players should gather at their tables and begin pulling out their armies.

Rounds should begin as close to on time as possible.

Late arrivals

If the Player(s) arrive late to a round, they are allowed to join in with other later comers, or may be slotted into games that have not already started.

If Admins and Armies are available, the Admins MAY organize a game for the Players if it will not strain Admin duties. This is at Admin discretion.

Tallying Victory Points

Each side may earn up to 100 Victory Points combined between both players.

Each team may earn up to the following in Victory points during their games:

  • Primary Objective: 50pts
  • Secondary Objectives: 40pts
  • Painted/Battle Ready/Special Objective: 10pts (5 points per player)
  • (OPTIONAL) Challenger Cards: Players may use Challenger Cards if they have them. They can earn a Maximum of 12 VP from Challenger Cards. These points can go towards Primary or Secondary Objective VPs, but you cannot earn over 90VPs in total between Primary and Secondary Objectives.

Primary Objectives

When determining Primary Objective Points, both players on the team count for Objective Control, kill counts etc.

Secondary Objectives

We will use the 2025-2026 Mission Pack for Secondary Objectives.

Each game Players may use Tactical or Fixed Objectives. Each player will be allowed to choose which method they wish to use.

If Players do not have access to the Mission Deck Cards, the Admins will have a few photocopies available of the cards available. Players will have to roll dice to determine which Secondary Objectives they have. Secondaries must be recorded on the Battle Record Sheet.

Battle Ready/Special Objectives

Painted/Battle Ready is described as “All surfaces must be painted, and there must be at least 3 distinct colors on the model. This can include a color used to paint the top of the base.”

Painted/Battle Ready is 5 points per Player.

Players who do not have fully painted armies may choose a Special Objective.

Special Objectives

For players who do not have fully painted Armies they can choose to do a Special Objective. Special Objectives must be chosen and recorded on the Battle Record Sheet.

If both players on one side choose Special Objectives, the VP awarded are awarded individually and only count if the Player who chose the Special Objective achieved the Mission.

Mission Critical Objective

When this Special Objective is chosen, the player chooses 1 Objective in No Man’s Land.

Starting with the Player’s Command Phase during turn 2, if the Player with Mission Critical Objective controls the chosen Objective, they gain 1VP. If they control this objective on Turn 5, they gain 2VP. (To a Maximum of 5pts)

Titanbane

When this Special Objective is chosen, the Player chooses one [TITANIC] model in the opponent’s list.

If the targeted [TITANIC] model has less than half their Starting Wounds when the game ends, the player gains 2 VP.

If the chosen [TITANIC] model is destroyed when the game ends, the player gains 5VP.

Retrieve Intel

At the end of the game, if the following conditions are met, the player earns the listed VP.

  • Player Controls their Home Objective – 1VP
  • Player Controls two objectives – 3VP
  • Player Controls an objective in their deployment zone, no man’s land, and the opponent’s deployment zone – 5VP (Max of 5VP)

Each objective can only be used to score in this manner once.

Army Lists

Army lists must be submitted to the Admins (preferably electronically).

Admins will record the lists and have them available if needed. Admins may be requested to print Army lists for folks in case they lose their copy.

Admins may be required to verify point lists using the latest updates from Games Workshop (GW) and inform players their lists may be over or under points costs.

Comms Array

If a side controls the Comms Array, may use Coordinated Maneuvers after all armies have been deployed.

Coordinated Maneuvers: After players have deployed their armies, each player on the side controlling the Comms Array can redeploy one unit. When doing so, that unit can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.

As a gurgling chuckle escaped his bubox riddled lungs, Gorfrinex took in the sight of another lowly mortal erupt after his bolt round detonated. As gore splattered across his ancient and dilapidated armor, his bolter roared several more times sending the bolt rounds down the passage into four other mortals desperately trying to harm him with their lasguns. As the shots singed his armor and bits of the bulbous exposed flesh from the blessings he had received from the Grandfather, Gorfrinex relished the feeling of his skin sloughing back together. With each heavy stomp if his boots against the steel plated floor, the toll of the dead rose.

Unlike several of his squad mates, Gorfrinex was nearly cheerful in his demeanor, excited to share the sick and rot of Nurgle with others. While most of the mortals could not survive the rictus effects of the plagues wafting from his corpulent form, he knew they would rise and join in behind him as the sickness twisted them into Poxwalkers. Though Gorfrinex considered Poxwalkers fairly useless in battle against real foes, he could not help but be amused when he would be allowed to release them amongst civilian populations and watch the carnage unfold.

Caught day dreaming about the screams of the dying, Gorfrinex was not paying attention when the heavy bolter’s slide slammed into place. A pair of humans about 30 meters down the hallway had set up a heavy bolter on a tripod, and as he took in the sight, the heavy bolter bucked as it spat rounds at him. The first round caught him in the pauldron forcing his shoulder to twist, but despite the bone shattering impact, Gorfrinex let out a laugh. He could not feel the pain, even as the next three rounds hit him in the breastplate detonating with a deafening explosion. Though his warplate was damaged, he advanced with an almost leisurely stride.

With a brief squeeze of the trigger on his bolter, he put a bolt round in both soldiers within a fraction of a second of each other. “Glory be to the Pox, sniveling mortal scum. Perhaps your friends can tell me where I might find your commander.” As he heard more voices rushing closer, Gorfrinex reached to his side, pulling the pin on a frag grenade with practice ease and hurled it at the hallway wall. He laughed darkly as it bounced off the wall and exploded amidst the enemy.

SUPPLEMENTARY MISSIONS

Players may participate in Supplementary Missions. These missions include Kill Team (KT) games and participating in one-shot Wrath and Glory Games.

Each Supplementary Mission can earn 5 NVP which may be directly applied to any Hex by the participating player.

Each player may turn in up to 2 winning KT games or participate in Wrath and Glory one Shots per day (for a total of 10 NVP earned from Supplementary Missions). Any further games will not count towards the overall Narrative.

Supplementary Missions NVP can also be turned in for merch.

Kill Team (KT)

Each round will be preceded by a 30 minute Briefing. Players may coordinate their teams, choose their tables and await the beginning of the round.

Players are welcome to coordinate their groups as they want. During the Round Briefing, the Admins will put out Mission sheets and Battle Record sheets at each table.

 

Setting Up Kill Team Matches

Kill Teams:

Kill Teams must be pulled from Games Workshop approved sources. Players must follow the Player Code of Conduct even while playing Kill Team Matches.

Players will set up a match using the Approved Ops Pack currently available. Administratum Reps will have copies of the Cards available as needed.

Players can use tables that are not currently being used during Game Rounds (2v2 Missions with 1k Armies take precedence over KT), or may set them up elsewhere on the cruise.

Players may use terrain not in use for full games with permission from the Administratum Reps.

Kill Team Record Sheet:

Scores must be recorded on Kill Team Record Sheets and turned in to the Command Center to get scored.

Players must fill out Kill Team Record Sheets fully and must both be present when the Sheet is turned in to verify the game.

Wrath and Glory Games

Players may participate in one-shot Wrath and Glory games from provided GMs. Each player will receive 5 NVP they can assign to the hex grid as they choose. The GM must note down each Player’s name and turn in a roster sheet to the Command Center to prove players participated in one of their games.

Players are encouraged to prepare to be Imperial, Chaos or Xenos type Player Characters. Mixing different groups can be approved at GM discretion.

  • Imperial Player Characters NVPs count towards Imperial victory
  • Chaos Player Characters NVPs count towards Chaos victory.
  • Xenos Player Characters NVPs count towards the side of their choosing.

Xenos may participate in either kind of group, however, the players should be prepared for some tense interactions with other Player Characters.

As the Lho stick burned brighter for a moment as Sheol took a puff of it, she exhaled letting the smoke waft around her. She was just glad to no longer be crammed into the cultist warrens on the Blasphemous Edict. As the acrid smoke of the Lho stick mixed with the salt smell of the ocean air, she grinned at the new scar she had carved into her arm. The blood had scabbed over the eight point star she had given herself.

For weeks she had been couped up with hundreds of other cultists on the lower decks of a ship. And now she had the space to move around and actually enjoy her freedom from the oppressive rule of the Imperium. Giggling, she daydreamed of the slaughter to come. Growing up she had been forced to work in the Radiation Scumming Pit. It had left her weak and sick for more of her memory than she liked. Free of the dredgery and misery of those pits, she now wanted nothing more than to pay back the Imperium swine who had kept their boot on her neck for most of her life.

As she held her arm up and admired her handiwork in the light of the flickering lantern she had taken from Relsubek, she marveled at the scars against the night sky as a backdrop. Something moved across the stars, but she could not make it out against the black of the night. Dropping her arm she looked to see if she could tell what it was. However before she could raise the alarm, something dropped at her feet. She looked down and saw a pack of canisters bound together. Her eyes widened as they exploded, throwing her several feet from where she had stood. The sky lit up with rays of colorful light as she struggled to maintain consciousness.

Despite the other cultists screaming in the distance, a few shots from autoguns ringing out, she heard a low hum as a slender figure dropped next to her. The armor was blue, sleek, and a pair of wings gave the figure an awe inspiring silhouette. As she began to lose consciousness, she saw the strange slender individual point a smooth weapon at her without another word, and the last thing she saw before perished was flash of the same colored light she had seen in the sky.

Imperial Mandates of Behavior

PLAYER CODE OF CONDUCT

  1. Players are expected to treat each other and the Cruise Crew with respect. All players regardless of beliefs, gender, race, sexual orientation, age, or other protected groups should be treated with respect and dignity. This is an inclusive event, and any form of discrimination may result in disqualification from the event.
  2. If a Player attends the event while under the effects of drugs or is intoxicated, if they cannot maintain a respectful demeanor they may be asked to leave the game and forfeit their points for the round.
  3. Players agree to engage in good faith to play games against their opponents. Good faith is defined as honesty or sincerity of intention. Mistakes happen and should be granted leniency so long as there is no intentional cheating. Cheating is defined as any intentional effort to gain advantage during the game or misleading others about the rules related to their army.
  4. Players will take their actions in a reasonable amount of time. Reasonable amounts of time include:
    • Moving models and taking game actions with minimal delay.
    • Taking decisive action during the game rather than delaying to burn time.
    • Keeping distraction to a minimum when possible.
    • Engaging in these behaviors is considered Slow Play and may be subject to receiving a penalty card from a Judge.
  5. All dice rolls should be made visibly where all players can see. Anyone who hides dice results or lies about rolls will receive a penalty. All rolls are public unless a game rule specifies they must be rolled secretly. Players should be clear and willing to explain what they are doing when rolling dice.
  6. Players may choose to request a Judge at any time if there is a rules dispute, or if they suspect another player is cheating. Judges will observe play and determine if the reason for calling the Judge is within reason. A Judge is the final arbiter in any conflict between players.
  7. Players should arrive with all the necessary items to play the game unless they make arrangements otherwise. This includes but is not limited to:
    • Dice
    • Their models
    • Measuring implement
    • A copy of their Army List
    • Rules for their army/detachment
  8. Players must be willing and able to provide rules, army lists, and explanation for how they perform actions in a game. Players who abuse this in bad faith may be penalized if they are attempting to engage in Slow Play or unnecessarily wasting a Judge’s time.
  9. Players are expected to record Victory Points on the Battle Record Sheet honestly and openly. Any player at any time may request to see the Battle Record Sheet so long as this does not result in delays to the game. Players may decide how the Battle Record Sheet is filled out so long as all members present agree to who is filling it out and how it is filled out.

DISCIPLINARY ACTIONS

Judges and Administrators may be called upon to enforce disciplinary action. Players are on a three strike system.

First Strike:

On the First Strike the player is given a warning. This is a verbal warning, but will need to be recorded with the Command Center.

Second Strike:

On the Second Strike, the player is penalized by losing half the NVP of the game they are playing. If this would result in the player forfeiting or intentionally losing, the penalty will apply to the player’s next game where they have more than zero NVP.

Third Strike:

On the Third Strike, the player counts as having forfeit their game, and is asked to leave the play area.

Beyond the Third Strike:

If a Player has been given a Third Strike and would incur a further Strike they are not welcome to return to the event and cannot participate in any event related activities.

Patterns of Suspicious and/or Problematic Behavior:

If a player is noted to show suspicious or problematic behavior that does not fall within the listed guidelines, the Administrative Staff may choose to give a number of Strikes based on the severity of the behavior.

Strike Worthy Offenses:

Below is a list and definition of single strike offenses are defined as mild issues that arise which cause problems.

Poor Sportsmanship:

Poor Sportsmanship behavior in sports that violates the expected standards of fair play, respect, and ethical conduct. It encompasses actions like disrespectful language or actions towards opponents or officials, and excessive celebrations that may be seen as taunting.

Slow Play:

If a player intentionally delays the game whether by hesitating on their turn, engaging in excessive side conversations, repeatedly summoning a Judge over questionable slow play calls, or being overly precise to waste time a Judge may impose a time clock. Each player will have a set time to complete their turns, and exceeding it will end their turn automatically.

Cheating:

Cheating is deliberate rule-breaking or deception for advantage. Mistakes happen in 40k, but repeated errors can indicate suspicious behavior. Players should first try to resolve issues themselves and reverse actions if possible. This is a casual event, not competitive. If suspicious patterns continue, a Judge may watch the match. Confirmed cheating may result in strikes.

A Judge may award 1 or 2 Strikes based on the context of the cheating.

  • Strike offenses should be used for mild or repeated mistakes to the point a pattern emerges.
  • Strike offenses should be given for blatant cheating or refusal to abide by the Judge’s decision.

Discrimination:

Since the event is meant to be a more casual atmosphere, any form of hate speech against a protected group (race, gender, sexuality, religion, disability etc) constitutes an immediate removal from the event.

Violence:

Violence includes any act of harm to another person’s body or belongings (including but not limited to damaging another player’s models with intent). If a violent act is committed, this constitutes an immediate removal from the event.

Excessive Intoxication:

Along with other Disciplinary actions, if a player exhibits signs of excessive intoxication, the Administrators may add additional Strikes to any offense up to and including removal from the event.