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The Campaign Rules


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Deep within Jericho's Reach, in The Eastern Fringe resides the Hadex Anomaly, a warp rift some claim to possess it's own sentience, it's borders expanding and receeding, seemingly at a whim. The verdant world of Vespasia is currently a planet of high value to any who can claim it, and of particular interest to the Imperial Achilus Crusade.

In an isolated region of Vespasia lies the walled city of Arahiem. Arahiem is the regions trade hub, dealing with the disribution of the regions myriad harvested goods offworld via the various landing pads surrounding the city.

At many points in it's wilder history, the region has been home to many. Although it is currently ruled by Mutants, and Traitors and Heretics, it has at different times been an Astartes recruiting world. Home to unknown aliens, ancient, smooth ruins lay within sight of the city walls. Rumours persist of monsters in the caverns beneath the city.

With the Achilus Crusade drawing the Imperium's attention to Vespasia, the interest of the other races of the galaxy also grows, each with goals and agendas of their own. The landing pads of Araheim City make it a prime target for infiltration.

 

The infiltration of Araheim begins.....

 

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Welcome to The Infiltration of Araheim Campaign, a sub-challenge to the 12 Months of Hobby 2026. The end goal of the sub-challenge is for Paricipants to complete a 10 model Kill Team over the course of 2026, at the pace of 1 model per month. This is completely Rule of Cool, and the finished Kill Team IS NOT required to be "game legal".

 

I have made a hex-based map for the Kill Teams to traverse and interact with throughout the course of the Campaign. Participants earn both Actions and Requisition for earning the various Badges available throughout the 12 Months of Hobby 2026 regular event to do this. Each of the Kill Team Factions (generally guided by the Forums of the B&C) will have a Secret Agenda, which will be PM'd to each Participant at the beginning of the Campaign. A Kill Team's Faction will be determined by that Kill Team's Leader model.

e.g. You've decided to paint your Blackstone Fortress Heroes as your Kill Team, and you've chosen one of the Rogue Traders as your Leader. You will recieve the Rogue Traders Secret Agenda, even though there are a mix of Imperial and Xenos models within the Kill Team.

 

 

Faction Attributes

 

Each Kill Team will be operating and competing independantly, via their Secret Agendas, even against other teams of the same Faction. Each Faction will have 5 main attributes, which will total between 6 and 8 points (Every Faction IS NOT created equal...).

The attributes are:

Range: This is how many Hexes a Faction reveals ahead as they move.

Move: This is how many Hexes a Faction moves per Move Action

Defense: Each individual model of the Kill Team has a Defense Value, added together, this forms a Squad Defense Value. This will vary as the year progresses.

Attack: Each individual model of the Kill Team has a Attack Value, added together, this forms a Squad Attack Value. This will vary as the year progresses.

Secret Agenda Actions: This the number of D6 Dice Rolls per Secret Agenda Actions. 

- 1 = Unsuccessful

- 2 = Success Value of 1

- 3-5 = Success Value of 2

- 6 = Success Value of 4

 

                   RNG     MOVE     DEF     ATT   SA D6

Sororitas       2             2           2         1         1

Astartes        2             2           2         2         1

AdMech        2             2           1         1         1

Militarum      2             2           1         1         1

- Ratlings      3             2           1         1         1

Inquisition    2             2           1         1         1

Rogue Tdrs   2             2           1         1         1

Heretic Ast   2             2           2         2         1

Daemons      2             2           1         3         2

R&Ts             2             2           1         1         1

Aeldari (All) 2             3           1         1         1

GSC               2             2           1         1         1

Votann          3             2           1         1         1

Necrons        2             2           2         1         1

Orks              2             2           1         3         3

Tau                3             2           1         1         1

Tyranids        2             2           1         3         3

 

 

Earning Actions, and Requisition

 

Earning the Completed Badge for a month will earn 3 Action Points for that month, Action Points WILL NOT be stacked, and expire monthly.

Earning the Seriously Badge will award 1 additional Action Point.

Each of the Actions below cost 1 Action Point;

Move - Move up to the number of Hexes per the Factions Move value.

Ambush - This Action may be used against NPC Units within Range, and will lure the NPC unit to the Hex, add +1 Squad Attack per model to the Kill Team springing the Ambush. The NPC unit will have a Neutral Posture during an Ambush.

Defend - Bunker down in a current Hex and gain +1 Squad Defense per model in that Hex.

Interact - Some ... Areas .. will require Interactions of various types.

Secret Agenda Action - The number of D6 indicated in a Factions Secret Agenda will be rolled to determine the Level / Number of Successes or Failures (I will be rolling all dice, and recording the outcomes for the Year End Summary).

 

We've covered the Completed and Seriously Badges, what do the rest of the Badges earn?

The rest of the Badges earn Requisition, the currency for this Campaign. Requisition WILL stack, and unspent REQ will be rolled over to following months.

Next Month - 1 Requisition

Stubborn - 1 Requisition

Speed Daemon - 2 Requisition

Last Minute - 1 Requisition

Overtime - 1 Requisition

Artificer - 2 Requisition

Favourite - 3 Requisition

There will be various Hexes that will allow purchasing of equipment to buff Defense and Attack capabilities, or information to assist in Secret Agendas.

January and Feruary will earn Requisition, March onwards will also earn Actions.

 

How will Attacking and Defending work?

Each of the Kill Teams will have a default "posture" towards the other Kill Teams, determined by their overaching Factions, Imperium, Chaos, and Xenos. Posture will determine how Participant Kill Teams interact during Move Actions.

A Defensive Posture will allow two Kill Teams to pass through the same Hex within the same turn without triggering an Attack, OR give a Squad Defense bonus if an Attack is triggered by a Hostile Kill Team / NPC.

A Hostile Posture will trigger an Attack between a Hostile or Defensive Kill Team.

When making a Move Action, the Participant may choose their Posture for that Move Action. If none is specified, the default posture will be applied.

 

Default Postures;

Imperium - Defensive - Sororitas, Astartes, Militarum, Inquisition, Custodes, Grey Knights, Deathwatch

Imperium - Hostile - All Chaos, All Xenos

Chaos - Defensive - Heretic Astartes, Chaos Daemons, Renegades and Traitor Guard

Chaos - Hostile - All Imperium, All Xenos

Xenos - Defensive - (Aeldari & Drukhari), (GSC & Tyranids), (Votann), (Necrons), (Tau)

Hostile - (Orks & Orks), All Xenos, All Imperium, All Chaos

 

NPC Units

There will be roaming NPC Units (movement will be determined by D6 rolls) that will wander to facilitate, or hamper, Secret Agendas. Some Factions Secret Agendas will also interact with each other. If an NPC Unit comes within their "Range" value of an Opposing Faction they will attempt to engage. NPC's will have a set Defense Value, and when this value is overcome, they will be destroyed.

To successfully perform an Attack Action, the Squad Attack Value (+/- modifiers) must EXCEED the defenders Squad Defense Value.

To successfully perform a Defend Action, the Squad Defense Value (+/- modifiers) must EXCEED the attackers Squad Attack Value.

Player Units

If two Participants move through the same Hex in the same turn, and trigger an Attack, the "winning" Kill Team will continue along their path and complete their Move Action, the defeated Kill Team will be diverted to an adjacent Hex and their Move Action will halt.

Trade / Store Hexes will be Neutral Zones, and Attacks will not trigger, and cannot be performed in them.

 

 

How Map Movement Will Work

 

The Map is setup into 7 Districts, each District is named, and colour coded to a text colour available on the B&C. Below you can see the 7 Districts, ALPHA, BETA, DELTA, EPSILON, GAMMA, ZETA, and TOWN CENTRE.

You will see in the map below, EVERY Hex within ALPHA is marked. Every District has the same A through G numbered Hexes, in the same locations, the distinction between the Districts comes from the colours.

 

When plotting your Actions, please do so in the following format;

{posture} - {Starting Hex tile} > {next Hex tile/s OR Action} > {next Hex tile/s OR Action} > {final Hex tile}

 

An Example, using 4 Actions;

Defensive - A7>B7>Secret Agenda>C1>D1>Defend Hex

 

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Turn Order will be determined each month by chronological order of Completions, meaning the first Participant to post their completion for the month will make their Actions First for that month, one Action at a time. This means EVERY Participants 1st Action will be made (in order of completion), then every Participants 2nd Actions will be made and so on until all Actions for the month have been made. If a Participant has multiple Completions, their first Completion for the month will dictate their position within the turn order.

 

An updated Map showing all participants Locations, Discoveries, and Conflicts will be posted at the conclusion of each month.

Participants will have until the 15th of each month to post their Actions earned the previous month. Anyone who does not post Actions will automatically Defend the hex they are in.

 

 

The Campaign Schedule

 

Jan - The Rules will be finalised, and any Q's answered and a FAQ added / ammended.

Feb - I will have the Map finalised, and will disclose some of the Hexes that may be found, and how to Interact with them.

Participants will need to declare their Factions and Starting Locations on the Map before March 1st, you may enter the city from any Hex, excluding all of the A1 hexes.

I will also need a colour preferance from each Participant to make identification on the Map easier, as each Kill Team will have a Faction Icon, with a Participant specific glow.

Mar - Commander Unit - this can be whichever model you choose to lead your Squad. Adds +2 ATT / +2 DEF to the Squad total.

Apr - Heavy Trooper - any model with a "Heavy" weapon. Add +2 ATT to the Squad total

May - Trooper - any standard "Squad" model. Adds +1 ATT / +1 DEF to Squad total

Jun - Comms - any standard "Squad" model with "Comms" devices. Adds +2 DEF to Squad total

Jul - Medic - any standard "Squad" model with a "Medical" devices. Adds +2 DEF to Squad total

Aug - Trooper - any standard "Squad" model. Adds +1 ATT / +1 DEF to Squad total

Sep - Demo - any standard "Squad" model with "Demolitions" devices. Adds +2 DEF to Squad total

Oct - Special- any standard "Squad" model with a "Special" weapon. Adds +2 ATT to Squad total

Nov - Trooper - any standard "Squad" model. Adds +1 ATT / +1 DEF to Squad total

Dec - Trooper - any standard "Squad" model. Adds +1 ATT / +1 DEF to Squad total

 

Certain Locations will add Unit options to the above list that may replace any of the "Trooper" months, even past months.

e.g. In June's Actions, a new Location is revealed, and a new Unit type function is unlocked, you may paint the new unit type to replace the Trooper from May as well as the Medic in July, or you may decide to wait until August to switch out the Trooper for the new Unit type, or you may decide to ignore the new Unit type.

 

 

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More to come in February when Hex Tile types and Interations will be discussed in more detail....

 

 

 

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