What are You Fighting Over?
The war for Certus Minor rages across countless battlefields, but some sites carry greater weight than others. At the outset of the campaign, four such strategic locations are unlocked, each ready to be fought over and claimed in the name of your alliance.
Benefits of Having a Stake in a Territory
Control of any territories is measured in quarters. For every 25% of a location held, the controlling alliance earns 1 Requisition Point (RP) for each of its members at the end of an Act. For example, an alliance that secures over 50% of a single territory will grant 2RP to every member, while holding 25% of two separate locations would also award 2RP and so on.
In addition, any alliance that secures more than 50% control of a territory will unlock unique boons tied to that location. This makes it worthwhile to coordinate with allies and concentrate efforts, rather than spreading forces too thin across different battlefront.
The Tomb of Umberto II
At the heart of a vast necropolis rises the Tomb of Umberto II, an immense mausoleum that looms like a fortress over the city of the dead. Its spires and crypts stretch for miles, sheltering entire regiments within and casting their shadow over the millions who live in its presence. To claim the Tomb is to command a near-unassailable bastion and the faith or fear of all who dwell beneath its sepulchral gaze.

Note: The Tomb is a sprawling warren of chambers and catacombs. Victories here secure territory more slowly, but once gained, control is harder to dislodge. Alliances claim less ground per win in the Tomb, but also lose less if defeated.
Boon: Members of an alliance that controls more than 50% of the Tomb may gain an additional D3 Experience Points for a single unit each game. In addition, they may reroll any Battle Trait rolls when determining skills when a unit gains a Battle Honour.
The Silent Dockyards
Once the beating heart of Certus Minor’s orbital trade, the Silent Dockyards now lie in ruin, their skeletal gantries and shattered cranes looming against an ash-choked sky. The wind keens through hollow towers where fleets once moored, and scavengers pick through the wreckage for scraps of value. Yet for all their desolation, the Dockyards remain a prize of immense worth. To hold them is to control what little off-world traffic still dares approach and to claim the shipbreaking yards that can arm and armor entire warhosts.

Note: The Dockyards are a battlefield of constant skirmishes and shifting lines. Victories here secure more territory than usual, but defeats also cost more, as control of the gantries changes hands in ceaseless running battles.
Boon: Members of an alliance that controls more than 50% of the Silent Dockyards may reroll one failed Out of Action Test following a battle.
The Mire of Saint Veyra
Where once a proud hive stood, there now festers a swamp of drowned ruins and rotting corpses. Half-buried statues of saints leer through the mist, their faces eroded to eyeless masks. Corpse-lights drift over the black waters, luring the unwary to a sodden death. The Mire is treacherous ground, yet its flooded vaults and hidden passages conceal caches of ancient munitions and forgotten supply lines. To seize the Mire is to master both its hidden resources and the dread it instills in all who march into its depths.

Boon: Members of an alliance that controls more than 50% of the Mire of Saint Veyra may grant up to D3 Infantry units (and any attached Characters) in their army the Scout (6″) Special Rule before Deployment.
Hive Mordigan, the Black Sepulchre
Carved into the side of a necropolis mountain, Hive Mordigan is a fortress built of tombs. Its spires rise like monuments to the dead, while catacombs stretch beneath in endless, lightless labyrinths. Even in ruin, its ossuaries and vaults remain a place of power, fiercely contested by zealots, heretics, and warlords alike. To claim Mordigan is to command both a citadel above and a shadow-realm below, a bastion that holds the weight of centuries of death and devotion.

Note: Hive Mordigan is a fortified labyrinth of walls and crypts. Gains and losses of territory here are slower and harder fought, with victories claiming less ground and defeats costing less in return.
Boon: Members of an alliance that controls more than 50% of Hive Mordigan may select a single Crusade Blessing at the start of a game.

The club’s Fabricator General, Lord of the Forge and all-round heretic 🙂
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