Connecting to the campaign record…
Chronicle
The story of the campaign so far, oldest first. New transmissions arrive as the war unfolds.
Add a chronicle entry
Leave a blank line between paragraphs. In a vox transmission, lines starting with +++ become system lines, [CORRUPTED] becomes static, and words wrapped in **double stars** are emphasised.
Campaign score
Strategic points decide the campaign. Phase winners earn them: 2 / 3 / 4 for the winner of phase 1 / 2 / 3, and 1 / 1 / 0 for the runner-up. Tie at the end goes to the alliance holding the most blackstone.
This phase
Campaign points this phase. They reset when the phase ends. Ties go to most wins.
Commanders
Phase results
Alliance upgrades
Battle log
Log a game
Fill this in straight after the game. Blackstone gained is optional, but it adds to each player's tally, which breaks a tie at the end of the campaign.
Strategic Footing checker
Both players secretly pick a footing, then reveal. Pick both above and the result shows here. The short version:
- The more aggressive footing is the Attacker. Same footing: roll off.
- One step apart (Aggressive vs Balanced, Balanced vs Defensive): the Attacker gets Advantage.
- Aggressive vs Defensive: the Defender gets Advantage.
- Both Balanced: roll off for Advantage too. Both Aggressive or both Defensive: nobody gets it.
The campaign in one minute
Everyone plays normal Crusade games, using the Pariah Nexus missions. Each game earns Campaign points for your alliance, win or lose. After each of the three phases, the top two alliances earn Strategic points. Most Strategic points after phase 3 wins the campaign.
Page numbers below refer to the saved Wahapedia PDF (the "x/87" in each page corner).
Our alliances p.38
- Seekers
- Space Marines ×2. The Imperium wants the blackstone mined and the Stilling ended.
- Protectors
- Necrons + T'au. The Necrons guard their own works; the T'au want the noctilith for themselves and kept out of Imperial hands.
- Interlopers
- Aeldari + World Eaters. Raiders using the chaos of the Stilling. Different goals, same enemies.
Stay with the same faction all campaign. Changing needs the Campaign Master's OK.
Length p.39
Suggested for a group that plays about once a week: each phase lasts 2 weeks or 6 games (one per player), whichever comes first. That's roughly 6 weeks total. Always play someone from a different alliance.
Campaign points per game p.40
| Size | Lose | Draw | Win |
|---|---|---|---|
| Incursion (1000) | 1 | 2 | 2 |
| Strike Force (2000) | 1 | 2 | 3 |
| Onslaught (3000) | 2 | 3 | 4 |
The book's table gives an Incursion win 2 points, but its own worked example says 3. The Campaign Master can switch this in Campaign setup.
Strategic points per phase p.41
| Phase | Winner | Runner-up |
|---|---|---|
| 1 | 2 | 1 |
| 2 | 3 | 1 |
| 3 | 4 | 0 |
Phase ties go to the alliance with more wins, then a random pick by the Campaign Master. Campaign ties go to the alliance holding the most blackstone.
Strategic Footing p.44–45
Before each game, both players secretly choose Aggressive, Balanced or Defensive, then reveal together. This decides who is the Attacker and who (if anyone) gets Advantage, a bonus that each mission spells out.
| You \ Them | Aggressive | Balanced | Defensive |
|---|---|---|---|
| Aggressive | Roll off to attack no Advantage | You attack you get Advantage | You attack they get Advantage |
| Balanced | They attack they get Advantage | Roll off to attack roll off for Advantage | You attack you get Advantage |
| Defensive | They attack you get Advantage | They attack they get Advantage | Roll off to attack no Advantage |
Your footing also unlocks one bonus Agenda: First Into the Fray (Aggressive), Calculated Destruction (Balanced) or Hold Steady (Defensive).
Game day checklist p.19–25
- Pick a size and bring your Army Roster from your Order of Battle.
- Pick a mission, or roll: D6 1–3 table A, 4–6 table B, then D6 for the mission. Onslaught has its own table of three.
- Choose footings secretly and reveal (see above). Read the mission.
- Objectives and terrain. Keep impassable walls more than 1" from objectives.
- Spend Requisitions that happen before a battle.
- Choose 2 Agendas secretly and reveal.
- Underdog check: compare total Crusade points. The lower side gets Blessings if the gap is 5+.
- Declare attached leaders, transports and Reserves, then deploy (Defender first) and roll off for first turn.
- Play 5 rounds. Reserves can't arrive in round 1, and anything not on the table by the end of round 3 counts as destroyed.
- Score: most VP wins. A fully painted army gets +10 VP. The winner claims the mission's Victor bonus.
- Afterwards: Out of Action tests, Mark for Greatness, +1 battle tally and +1 RP. Log the game here.
Blackstone p.3–8
- Earn it from Agendas, missions and some relics. Keep a tally on your Order of Battle.
- Spend it on Blackstone Battle Honours and Relics (Characters only).
- Salvage it: after a battle, trade 5 fragments for 5 XP on one Character. Once per phase.
- It wins ties: the alliance holding the most fragments wins a tied campaign.
Underdog Blessings p.26–29
| Crusade points gap | Blessings |
|---|---|
| 0–4 | 0 |
| 5–9 | 1 |
| 10–19 | 2 |
| 20+ | 4 |
Examples: start with 2 extra CP, take a third Agenda, free Command Re-roll each round, change footing after the reveal. Faction ones: Imperium, Necrons, and one for everyone else (T'au, Aeldari, World Eaters).
Agendas p.30–34
Pick two each game. Most give XP and blackstone.
| Agenda | In short |
|---|---|
| To the Last | Pick up to 3 units. XP if they survive, more if above half strength, +1 blackstone each survivor. |
| Critical Resources | Opponent picks 2 objectives. Hold one at the end: up to 3 units there gain XP and blackstone. |
| Kingslayer | XP and blackstone for killing enemy Characters, extra XP for their Warlord. |
| Drive Home the Blade | Up to 3 units near the enemy's table edge at the end gain 3 XP each. |
| Recover Blackstone Data | Infantry give up shooting to search objectives outside your zone. Roll for XP, CP and blackstone. |
| Central Position | Characters near the centre gain XP each turn. Earn 4+ XP this way for 4 blackstone. |
| Reap a Tally | Every third enemy unit destroyed: XP for one of your killers, plus blackstone. |
| Psychic Beacons | 2+ Psyker Characters in different quarters at the end. Not one for T'au. |
| Re-establish Communication | Hold the opponent's chosen objective with a Character at the end: 4 XP and 4 blackstone. |
| First Into the Fray | Aggressive only. Units in combat at the end of round 1 gain XP and blackstone. |
| Calculated Destruction | Balanced only. XP for killing enemies on objectives. |
| Hold Steady | Defensive only. Keep half your army alive: 3 units gain XP, you gain 3 blackstone. |
Alliance upgrades p.40–43
At the start of phases 2 and 3, each alliance picks one upgrade. The alliance with the fewest Campaign points picks first, and each upgrade can only be taken once all campaign. Elect a captain per alliance to decide.
Crusade badges p.35–36
Personal goals for each alliance, at three tiers (Adept / Warrior / Conqueror). All three need blackstone gained (10 / 20 / 30) and battles won (3 / 5 / 8), plus one alliance-specific goal:
- Seekers
- Buy 2 / 3 / 5 blackstone upgrades.
- Protectors
- Salvage blackstone 1 / 3 / 5 times.
- Interlopers
- Gain Advantage in 3 / 3 / 5 battles.
Every unit that fights also earns the Pariah Nexus campaign badge, which it keeps forever.
Campaign setup
For the Campaign Master. Changes save for everyone.
Commanders
"Blackstone adjust" is for fragments spent, salvaged or gained outside a logged game. Use a minus number when spending.