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Campaign games do not often have the benefit of third-party judges available to settle rules disputes. So in the interest of promoting fairness and good sportsmanship between players, we believe that maintaining a sense of decorum and reasonability is important to having a good time. To achieve this goal, we charge each campaign player with the solemn duty of self-policing your games under the following guidelines:

  1. Don’t be “That Guy” - This is first for a reason. Nobody wants to waste their time playing a game that is not fun or fulfilling, so conduct yourself accordingly. The campaign rules do not force players into games against each other so players who develop a reputation for consistently misinterpreting rules, playing with more points than agreed upon, or are simply a chore to have to play against may quickly find their pool of opponents to play against quite limited.

  2. Be a Gracious in Both Wins and Losses - Good Sports cheer for others’ successes. They don’t mock others’ failures. A good winner points out how well the opponent played. Conversely a Good Sport is also one who can humbly acknowledge that on a given day at a given time, someone else was better.

  3. Bring Your Rules - Players must bring all the rules for the units and terrain they wish to use in a campaign game.

  4. Know Your Rules - If a player challenges another player on the usage of a particular unit’s rule, the owning player must be able to show their opponent the rule from the official publication. If players still do not agree after reading the rule, roll a dice to settle the interpretation of the rule. If a player does not have the appropriate rulebook, the dispute is automatically settled in the challenging player’s favor. Once a rule has been decided, players will play using the same ruling for the remainder of the game for consistency.

  5. Share Your Rules - Players shall make a copy of their army list available to their opponent with unit cost breakdowns and army total point cost.

  6. Save the WAAC for the Tourney – A campaign is designed around a story where everyone playing contributes to narrative. An opportunity to "play the Fluff" if you will. The scenarios presented may be mismatched or purposefully challenging to push your ability and creativity as a wargamer. Few things can ruin that sense of narrative (and community) faster than a player who uses the campaign for tournament prep, so please respect the space and enjoy the role-play.

  7. Reported Results are Final – It is incumbent upon players to ensure that they have accurately reported the campaign battle results. Even if it is later determined a rule was misinterpreted in a significant way, this will not affect the reported outcome of a game.

  8. Feedback is King - When submitting an online battle report – we encourage players to provide us feedback on campaign issues so that we can make rulings, or revisions, and publish them for all players via the Gamermancy FAQ.

Gamermancy Code of Conduct


I. Campaign Setup

During the initial setup stage of the campaign, players will select their army, choose an alliance, create custom Heroes, and identify Alliance Warmasters.


The Gamermancy Virtual Campaign System (GVCS) is a living rule set designed to run narrative Gamemaster-organized Warhammer 40,000 (WH40k) gaming campaigns. The rule set is designed with flexibility in mind so that Game Masters (GMs) can scale a campaign to accommodate multiple sizes, players, and durations. The Campaign Setup section guides GMs and players alike in the initial steps to begin their campaign.


Campaign are fought over a series of two-week long Turns. During the course of a Turn, players are free to set up and fight as many campaign battles as they wish against other players registered in the campaign. Registration is completed through the Campaign Portal on the website.



Players begin by selecting an army they will use for the duration of the campaign. This army is referred to as the player’s Primary Army, and after a campaign begins, may not be changed, so choose wisely!



The GVCS features customized alliances that each have their own goals and ambitions related to the storyline. After determining their army, players refer to the campaign alliance lists published on the Gamermancy website and select one of the alliance alignments authorized for their army. To ensure each alliance is somewhat balanced in terms of players and locales, the GMs assign players to alliances primarily based on their stated preference, but if a need arises to balance the alliances, priority is given first to:


  1. Players who have participated at the bronze level or higher in the previous campaign

  2. Players who develop a background for their army why they are in the alliance

  3. Players who sign up early


The need for GMs to shift some armies to other authorized alliances is an infrequent occurrence, but necessary and presented to the sake of transparency. Belonging to one particular alliance does not prevent players from fighting battles against other players within their own alliance as explained in the “Fighting Battles” section of the rules.


Each alliance has a Warmaster to guide their alliance’s war effort. Warmasters help coordinate campaign events with the GMs, such as Apocalypse games and special events, by ensuring their alliance is compliant with the relevant rules and aiding in making sure the events run smoothly.


The Warmaster are expected to help GMs in disseminating information to their alliance and may be called upon to be a spokesperson for their alliance when required. The Warmaster of each alliance is selected by the GMs from a pool of applicants who wish to be considered for the position. Additionally, depending on the size of the campaign, 1-2 Lieutenants may also be appointed to assist the Warmaster in administering their alliance.



Each player may be eligible to create a special character using a unit from their Primary Army. This character represents one of the Heroes of a player’s army who is unique to the lore of the campaign saga. Heroes gain experience and new abilities as they participate in battles, growing in power and status to add their own legends to the greater campaign narrative.


Full rules for creating Saga Heroes, Legendary Vehicles and Apex Predators can be found in the Saga Heroes section.


II. Armies & Battles

Players are free to arrange battles as, and when, they wish. Battles can be any size or type, though 50 to 125 power level per side is recommended. Before battle begins, the players must select upon which Battlefield the battle takes place.


Gamermancy campaigns center on the struggle for control of planets, moons and/or space-faring locations (like starbases or asteroids) collectively known as Battlefields. Battlefields provide a thematic backdrop, and each has a unique ruleset designed to enrich the narrative of a battle to challenge players’ abilities beyond their regular, pick-up games. Ideally both players will agree upon a Battlefield to use when setting up a battle, but if they remain undecided then roll off to determine where the battle takes place.



Narrative gaming, while no less competitive, deviates from the standard tournament paradigm, where players are generally expected to beat their opponents in the most efficient way possible – without regard for narrative or theme. By contrast, narrative gaming promotes a gaming experience that adheres more closely to campaign story elements and established themes of the game system. To help in creating that narrative, there are a few considerations found in Gamermancy campaigns that differ from most pick-up games that players generally get involved in.


2.2.1 Power Levels in Army Construction

During the campaign, unless expressly stated, players will use the Power Level system introduced in the WH40K 8th Edition to construct army lists for use in a Standard Game.


2.2.2 Campaign Alliance <ALLIANCE> Keyword

Gamermancy campaigns modify the standard alliances from the established canon to reflect the unique storylines presented during the course of a campaign. Each campaign brings new and sometimes strange alliances together for players to explore, so all armies that are part of the same campaign alliance are assigned an additional Faction Keyword, <ALLIANCE>, for purposes of army list construction. Players should refer to a campaign’s alliance list for a complete listing of the armies included in their alliance. When building an army list for a Standard Game, players are allowed to take a single detachment from an army that differs from their Primary Army that shares the same <ALLIANCE> keyword. This detachment may not include Lord of War units.


2.2.3 Third-Party Models & Conversions Policy

Making an army stand out from the rest of the pack is often a point of pride for many players and is something the Gamermancy Team fully supports – especially when it comes to narrative play. Players may use models from third-party manufacturers to represent units in their army provided the models can be reasonably identified as the unit they are intended to represent, and its weapons and/or gear can be clearly identified.  Most third-party manufacturers try to sculpt their models to bear a strong resemblance to their original counterparts, but bears mentioning for the sake of fairness.


Conversions and ‘kit-bashed’ models follow the same considerations as third-party models – and must be reasonably identifiable to a casual player as to what the model represents.

In all cases, models must use the same sized base as the 1st party counterpart, must be WYSIWYG with regard to gear, and cannot deviate significantly in size from the GW counterpart to maintain the intended ‘footprint’ of the model. 


The term, Standard Campaign Game, exists to define the units and rules players can expect to bring to the table without prior coordination with an opponent. This helps manage player expectations when fighting battles during the campaign. As always, however, Players are free to play any mutually agreeable scenario or power levels they decide upon.

A Standard Campaign Game uses the following published rules:

  • Warhammer 40K 8th Ed Core & Advanced Rules, Codices, Chapter Approved updates, and FAQs

  • Forge World 40k 8th Ed rules indexes (NO experimental rules)

2.3.1 Training Exercise Battles

A Training Exercise is a battle between members of the same alliance. It simulates armies training against each other to improve their skills. The Training Exercise affords players the freedom to play anyone in the campaign they choose and still get some credit for playing a campaign game. Players can earn one Narrative Point and their Heroes still gain XP for participating in this type of battle; however, no Conquest Points are awarded for completing a Training Exercise.

2.3.2 Special Operations Battles

Special Operations (SpecOps) are battles that take place at the squad level involving only a handful of models capable of acting individually. These battles are fought to achieve specific objectives in support of a alliance’s goals such as guerilla warfare, targeted assassinations or sabotage missions; and affords players the opportunity to further develop their own narratives for individual Heroes and personalities in their armies. Players can earn one Narrative Point for participating in this type of battle. Additionally, Victory Points are applied towards a alliance’s SpecOps goal for the current turn. Outscoring the opposing alliance for

Players have a choice of rules when playing a Standard SpecOps Game:

  • WH40k Shadow War: Armageddon

  • Necromunda: Underhive Rules

Players agree on how they prefer to play a SpecOps battle (size, ruleset, power level, experience levels, etc.) each time they play and are encouraged to develop their own squad/gang personalities using the respective published experience systems. Campaign Heroes and Heroic XP are NOT used in SpecOps games as their systems are incompatible with.

2.3.3 Scenario Selection

Players are free to play any mutually agreeable mission type they decide upon. In fact, players are encouraged to go beyond the standard missions found in the WH40k Core Rules. This includes missions found in official expansions, our Narrative Scenarios, or using Gamermancy's Asymmetric Warfare Matrix.


2.3.4 Battlefield Terrain Rules

Players that use Battlefield Terrain Rules earn Narrative Points (NP) each Turn for playing at least one battle using these planet-specific terrain rules. These terrain rules can be found in the Campaign Portal section of the website.


2.3.5 Reporting Battle Results

***VERY IMPORTANT*** After completing a battle, the winning player submits the results to via the Battle Report Form by filling the relevant results of the battle in the appropriate form fields. Once completed, the reporting player submits the form for processing to receive Conquest Points and experience points for their Heroes. In the case of a Draw, the player who holds the edge on points will submit the Battle Report. Battles MUST be reported online within the turn they are played to be counted – late submissions will be discarded.

Armor division of the Cadian 213 defend position on Babadar


III. Battlefield Conquest

The element of conquest is what sets a campaign apart from standard pick-up games or tournaments. Alliances vying for hotly contested regions on a campaign map to further their own agendas add a layer of grand strategy, in which players must work together within their alliance to accomplish their goals. An alliance may be dominating their opponents on the battlefield, but a poorly conceived map conquest strategy will ultimately end up losing them the war. Players should keep this concept in mind to guide their collective actions during the campaign to achieve total victory.


Campaign conquest uses a point-based system wherein players earn points through fighting battles called Victory Points (VP). It is similar in concept to that of a sporting league scoring system where wins, draws and losses are worth a certain amount of points that are added to a team’s total to determine standings. In this case, the points are used to conquer territory and accomplish alliance goals. As players fight and resolve their campaign battles, they earn Victory Points that are applied to a alliance’s conquest pool on a respective Battlefield.


At the end of each campaign turn, opposing conquest pools are compared to each other on each Battlefield to determine a winner for the Turn and how many Conquest Points, the currency used to score at the strategic level, are awarded to an Alliance.


Additionally, a player’s Commander Rating (CdR) factors into the number of Victory Points players earn from wins and losses and is explained in greater detail in Section 3.3.



There are three types of points used in scoring for planetary conquest and narrative goal accomplishment - Conquest Points, Narrative Points and Victory Points. Players earn these points from fighting battles and can earn both types of points depending on the type of mission, terrain and objectives used during a battle, and are described in further detail below:

  • Conquest Points (CP), or “CP,” are a strategic-level resource, and one of the two parallel point tracks used to measure a alliance’s level of accomplishment of the campaign map. CP that players earn are added to both a player’s individual total, which is used to determine individual awards, and their alliance’s total, which is used to determine a winning alliance at the end of the campaign.

  • Narrative Points (NP), or “NP,” are a strategic-level resource, and awarded in much the same way as Conquest Points.  NP represents the other parallel point track, and is used to measure a alliance’s level of accomplishment of thematic objectives such as using Planetary Terrain Rules, Narrative Scenarios and participating in campaign events. Additionally, NP are used to achieve benchmark goals set by campaign organizers that shape the story each turn.

  • Victory Points (VP), or “VP,” are a tactical-level resource, and earned from fighting campaign battles against players of an opposing alliance. As players fight battles, earning VP for their alliance, the VP is used as a currency to conquer contested Battlefields each campaign Turn.

To conquer a Battlefield with VP, the amount of VP one alliance earns is compared to the amount an opposing alliance(s) has on the same Battlefield. The alliance with the highest total VP will gain control of a Battlefield for the Turn and will be awarded a variable amount of Conquest Points depending on the degree to which they surpassed their opponent(s) Victory Point total(s).

Cadre Skystrike heavy warships bombard positions on Centrix


The Commander Rating (CdR) is a construct used to mitigate the some of the inevitable mismatches that occur between players of varying experience levels. When fighting a battle, players compare their CdR scores to determine a Favorite and an Underdog for the battle, which affects the amount of Victory Points awarded to the winner. The CdR uses a player’s Win/Loss/Draw record to produce a CdR Score that runs between 200 at the high-end (a player that wins all of their games) to 0 at the low-end (a player that lost all of their games).


3.3.1 The Commander Rating Equation

A player’s CdR is determined using the following equation:



Example: Joe has a total of 5 wins, 3 losses and 4 draws for a total of 12 games played. His commander rating is calculated thusly (Round Up):




3.3.2 Using the Commander Rating

Players fighting a battle compare their CdRs to determine how many VP a win is worth to a particular player using the marginal difference between CdR values.  Depending on the magnitude of the difference, the Favorite player with a greater CdR score may earn less VP for a win over the Underdog player with the lesser CdR score. Battles are therefore categorized into tiers that determine the amount of VP awarded to a Favorite or Underdogs. An Underdog that defeats a Favorite will always be awarded 4 VP.


  • Even Strength Battle (Favorite’s CdR margin is less than 50) Either player earns 4 VP for a win; losing player earns 1 VP; both earn 2 VP for Draw

  • Minor Favorite Battle (Favorite’s CdR margin falls between 50 to 100) Favorite win earns 3 VP; Underdog win earns 4 VP; losing player earns 1 VP; both earn 2 VP for Draw

  • Heavy Favorite Battle (Favorite’s CdR margin is greater than 100) Favorite win earns 2 VP; Underdog win earns 4 VP; losing player earns 1 VP; both earn 2 VP for Draw


All players start campaigns with a CdR of 0, so all battles fought during the first campaign Turn are considered Even Strength. After that, CdR’s are recalculated at the end of each campaign Turn.


Example: Joe has a CdR of 117.  He is fighting a battle against Dave, who has a CdR of 56.  By simply subtracting the lower CdR from the higher, the players determine that there is a marginal difference of 61 (117-56=61) in Joe’s favor. Therefore if Joe as the Minor Favorite, wins the battle - he will earn 3 VP. Conversely, a win for Dave as the Underdog, would earn him 4 VP.


>>Designer Note<< We found over the course of early campaigns that implementing the Commander Rating was necessary to prevent the “clubbing baby seals” phenomena that occurred when some players would take advantage of junior/less experienced players to score some quick points. We find that this rating helps incentivize players to seek out competition at a similar skill level and mitigates one alliance running away with a game because a few players were taken advantage of.


The following illustrates the process from battle setup to battle report:

1 - Players agree to play, determine Power Levels and mission parameters

2 - Players determine Battle Tier by comparing Commander Ratings

  • Even Strength - Favorite’s CdR margin is less than 50

  • Minor Favorite - Favorite’s CdR margin falls between 50 to 100

  • Heavy Favorite - Favorite’s CdR margin is greater than 100

3 - Players fight the battle and resolve Victory Point distribution according to the identified Battle Tier

  • Even Strength - Either player win:  4 VP; losing player: 1 VP; Draw: both earn 2 VP

  • Minor Favorite - Favorite win: 3 VP; Underdog win: 4 VP; losing player: 1 VP; Draw: both earn 2 VP

  • Heavy Favorite - Favorite win: 2 VP; Underdog win: 4 VP; losing player: 1 VP; Draw: both earn 2 VP

4 - Players submit a Battle Report on

  • The Victorious Player submits the Battle Report on behalf of both players, preferably with both players present. Reports can also be submitted on a mobile device. In the event of a Draw, players will agree between themselves which player will submit on their behalf.

  • If not already determined by pre-determined Battlefield matchup, the victorious player selects the Battlefield to apply their VP; their opponent will also have their VP added to the same Battlefield. Both players will also have VP added to their personal VP totals.

  • Battles ending in a Draw will add 2 VP to both players’ personal totals.

5 - End of Turn Operations and Calculations

  • Conquest Pool totals are compared on each Battlefield, and each SpecOps Objective, to determine a controlling Alliance and amount of Conquest Points awarded to each Alliance for the Turn.


IV. Saga Heroes

Campaign narratives revolve around stories of powerful Heroes and their incredible exploits on the Battlefield. To capture this, players can create customized characters, vehicles and monsters that will have the opportunity to shape the lore of the Heraphon Saga.


At the beginning of the campaign, a player may choose one of the HQ units in their Primary Army to serve as their Saga Hero (or Villain). In addition, they may also choose either a non-HQ VEHICLE or MONSTER unit from their Primary Army and promote them to a Legendary Vehicle or Apex Predator. For the sake of brevity, the term “Hero” is used throughout these rules as a collective term for Saga Heroes, Legendary Vehicles and Apex Predators (unless otherwise noted).


Heroes must be given suitable names; the name does not have to be overly creative, though before choosing the name a player should think to himself "Would I expect to see this name in official lore or in a codex for my particular army?" If the chosen name is simply too silly then a request to change it may be issued at the GM’s discretion.


Units that have proper names within official canon are not permitted to be used within the Heroic system is not intended to advance the stories of existing personalities in the Grimdark, but rather to enhance and develop a player’s original concepts. Gear may be selected as normal, but this choice may only be made once at creation and becomes permanent for the duration of the campaign. No Lord of War Units are eligible as choices for promotion to Legendary or Apex status.



All non-VEHICLE, single-model HQ-level or Elite CHARACTER units are eligible to be used as a Saga Hero. They will continue to follow any regular restrictions their CHARACTER may have, such as those who are ineligible to be an army’s Warlord, but will still be able to earn experience and advance in level.


In certain uncommon cases, a Primary Army will have a VEHICLE available as an HQ unit. In these cases, the Heroes instead use the Legendary Vehicle paths as it has more appropriate upgrades for them.


4.2.1 Choose a Saga Hero Paragon Path: Champion or Psyker

When first creating a Saga Hero, players select one of two Paragon Paths to follow on their way to achieve glory - either Champion or Psyker. The path chosen determines the abilities available to the Hero as they progress in level. Heroes without existing psychic capability may only choose the Champion Path, while Heroes with psychic capability may choose either the Champion Path or the Psyker Path. Once their Paragon Path is set, the Saga Hero has access to their specific Paragon upgrades as well as the community upgrades at each level but may not select abilities from another path. A Saga Hero’s path is set once the campaign begins and cannot be changed, so, as always, choose wisely!


Every new Saga Hero begins at Level 0 with 0 XP. At Level 0, the Saga Hero gains the appropriate benefits listed on the Level 0 Heroic Abilities List.



In addition to creating a Saga Hero, some players may be authorized to nominate a non-HQ VEHICLE to receive special battlefield honors and experience for their contributions to the battlefield. Any Fast Attack, Elite, Heavy Support or Flyer VEHICLE is eligible for promotion receive the <LEGENDARY> keyword and can earn experience points and advance in level.


Armies that do not have any VEHICLES use the Apex Predator creation system that is more appropriate for MONSTERS. The same Fast Attack, Elite, Heavy Support or Flyer eligibility requirements hold true for MONSTERS eligible for <APEX> keyword promotion. Both <LEGENDARY> and <APEX> units follow the same parameters for creation:

  • VEHICLES and MONSTERS with proper names in official canon may not be used as a base for Heroes. The system is not intended to advance the stories of Heroes that already exist, but rather to enhance and develop your own legend.

  • Lord of War and Titanic units are not eligible for promotion with the lone exception of Primary Armies that are composed exclusively of Lord of War or Titanic units. If so, player will use the Legendary Vehicles Paragon Paths in place of the Saga Hero. Furthermore, for these exception Primary Armies, players may only upgrade a single unit as a Hero for use in their Primary Army.

4.3.1 Choose a Legendary Vehicle Paragon Path

When first creating a Legendary Vehicle, a player selects one of three Paragon Paths: Might, Exemplar or Command, that represents the theme of their VEHICLE’s upgrade. The Paragon Path chosen determines abilities available to their VEHICLES as they advance in level. Once set on a Paragon Path, a Legendary Vehicle may not select abilities from another path and may not change once the campaign begins, so choose wisely!


4.3.2 Choose an Apex Predator Paragon Path

When first creating an Apex Predator, a player selects one of three Paragon Paths: Power, Defense or Agility, that represents the theme of their MONSTER’s upgrade. The Paragon Path chosen determines abilities available to their MONSTER as they advance in level. Once set on a Paragon Path, an Apex Predator may not select abilities from another path and may not change once the campaign begins, so choose wisely!


Heroes advance to increasing levels of power through battle and gain Experience Points (XP) as an abstract measurement of that increased power. Heroes are awarded XP at a flat rate of 1 XP per battle. Players can earn an additional 1 XP for Heroes for winning the battle. Heroes may advance one level per Campaign Turn, though any excess XP they may have earned can carry over to the next turn. Heroes start at Level 0 and advance in level according to the tables below:




4.4.1 Hero Power Level Cost Increases

As a Hero promotes to higher levels of power, their Power Level cost will increases accordingly. The increased Power Level costs are listed in the Heroic XP table. These costs are cumulative from level to level, so at Lvl 1, players add +1 Power Level to the cost of their Hero, at Lvl 3 will be an additional +1 Power Level for a total of +2 overall.


4.4.2 Using Veteran Heroes from Previous Campaigns

Heroes returning from a previous chapter of the Heraphon Saga may continue their adventures with their experience, levels and honors intact. In the event that changes are made to the Heroic Abilities List, Veteran Heroes must be updated accordingly for the current campaign.


In order to maintain a level of fairness between veteran players and those new to the Heraphon Saga, an increasingly permissive level cap is implemented for the first three turns of the campaign. Accordingly, Veteran Heroes may return to the front lines as follows:


  • Hero Level 0-2 = Re-enters service Turn 1

  • Hero Level 3-4 = Re-enters service Turn 2

  • Hero Level 5-6 = Re-enters service Turn 3



As Heroes progress in level they have access to increasingly powerful abilities. A Hero may select a single ability each time they advance in level. Abilities are selected from the appropriate level chart. Unless otherwise noted in their text, abilities are cumulative. They may not be changed once selected.


The Gamermancy Team reserves the right to modify abilities when needed to ensure a modicum of gameplay balance within the campaign.


4.5.1 Ability Upgrade Categories

Abilities have three basic categories: Statistic Increases, Ability Upgrades, Paragon Upgrades and Unique Upgrades.


>>> Note <<< A Hero may have a maximum of three Unique or Ability Upgrades applied to them. Statistic Increases and Paragon Upgrades do not count against this maximum.


  • Statistic Increases: These abilities increase the basic stat line of the Hero, with some limitations. Each Statistic Increase has a designated maximum displayed in its field, meaning that the ability can only be taken if the increase would not surpass the maximum value allowed at that level. This includes any gear (or combination of gear or weapons) that the Hero may already have which boosts his stat line. 

  • Ability Upgrades: When adding a new Ability Upgrade, play with it as though the text has been added directly to the Abilities section of the Hero’s datasheet. Heroes are limited to three Ability Upgrades.

  • Paragon Upgrades: These abilities are noted with the specific Paragon Path they represent, such as Psyker or Champion, and can only be taken by a Hero on the respective path. There is no limit to the number of Paragon Upgrades a Hero may have.


  • Unique Abilities: Unique Abilities are organic to the Gamermancy Campaign System.



For the sake of sportsmanship and transparency, players shall create a datasheet entry in the Gamermancy Forums for their Heroes using the pinned template in the thread. This provides a venue for players to showcase their Heroes with lore and pictures, but also maintains a persistent space for others to see what they are up against in battle. While the GMs want to allow players to create their Heroes as they envision them, the GMs cannot foresee every possible abuse this may cause and reserve the right to modify abilities to maintain if the need arises.

Captain Brigham Payne of the Blood Scorpion 1st Company


V. Victory Conditions

Scoring Campaign Points is what ultimately decides which alliance 'wins' the campaign by achieving their goals. In short, an alliance can win battles, but still loses the war if they don't play strategically.


Alliances accumulate Conquest Points (CP) and Narrative Points (NP) that are tallied at the end of final turn to determine a victorious alliance. Alliances may score CP and NP throughout the campaign in a variety of ways:


5.1.1 Planet Control

Throughout the campaign, alliances that achieves the requisite Control Number for a Battlefield will receive additional CPs per the Battlefield Control chart. Certain large Battlefields are divided into Sectors and assigned their own Control Numbers. Alliances can gain control of these Sectors in the same manner as they would another Battlefield.


5.1.2 Narrative Milestones

Alliance objectives are designed to provide direction for players in furthering their alliance’s narrative.  By working together, players can collectively earn CPs and other rewards for their alliance by completing longer-term objectives over the course of the campaign. 

5.1.3 Individual Turn Objectives

Each turn, players can earn up to 5 CP and 5 NP for their alliance by completing individual objectives during battle. Unless noted after the objective description, each objective is worth 1 point and may only be achieved once per turn.

Hive Fleet Godzillia Brood infesting Salem Sigma 

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