Cataclysm in the Abyss

Phase 3: New Alliances

The old alliances of Aegis Imperatoris, Null Harmonic, and Predators and Pirates are no more. Phase 3 fractures the campaign into two ideological war fronts, each fighting to decide whether Malik's Damnation is cast into the Hazeroth Abyss or preserved and driven onward toward Mara and Threnos.

Faction Realignment

Three blocs collapse into two final causes. The war is no longer about old loyalties, but about what Malik's Damnation should become.

Phase 3 Faction

Ultima Impetus

Those that seek to end the dread hulk's influence over the Calixis Sector by pushing Malik's Damnation into the Hazeroth Abyss.

Their cause is simple: break the hulk's hold over the sector forever, even if that means consigning every secret and relic within it to the void.

Phase 3 Faction

Fated Convergence

Those that want to use Malik's Damnation for greater purposes by pushing the hulk toward Mara and Threnos.

They see destiny, weaponry, prophecy, profit, or revelation in the hulk's continued advance and will not allow it to be erased in the Abyss.

Scoring and Battlefronts

Crusade Scope

Two Boarding Actions missions are available inside the hulk. Mara and Threnos each provide a Strike Force mission pool with two missions available on that world. This means a total of four games will count toward the crusade: two Boarding Actions and two Strike Force games. The Strike Force games that count toward the crusade may be played on the same planet.

Primary Scoring

Primary scoring is control of the hulk, and individual planetary control. The interior war and the fate of each world both matter to the final outcome.

Secondary Scoring

Secondary scoring is Priority Targets: score 1 point for each Vehicle, Monster, and Character over 10 wounds of starting strength that is destroyed.

Hazeroth Abyss

In Phase 3, the surging energies of the Abyss cast shadows over every battlefield.

Phase 3 Battlefield Effect

Abyssal Interference

At the start of each battle round, the player going second rolls a D6. On a 4+, no stratagems of any kind may be used for the entirety of the battle round.

This can only be triggered once per game.

Hazeroth Abyss

Mission Theatres

The hulk remains the central prize, but Mara and Threnos now stand in the path of whatever fate the new factions choose for Malik's Damnation.

Malik's Damnation

Boarding Actions: Control the Hulk

The interior war turns vicious. Breached decks, sealed arteries, and void-blasted junctions become the fulcrum on which the hulk's fate turns.

Boarding Actions Mission

Hull Breach

Forces smash into compromised compartments and ruptured plating, fighting to secure the opening before the enemy can widen it or seal it behind them.

Winning here is a step toward deciding who truly controls Malik's Damnation.

Boarding Actions Mission

Access Junction Primus

The battle tightens around a vital junction of corridors and systems where command access, movement, and sabotage all converge.

Hold the artery, and you shape the direction of the wider hulk war.

Mara

Mara is a hotbed of warp-tainted activity. Xenos and Chaos elements seek to harness the ancient energies of the forbidden world for their own purposes and manifestations.

Strike Force Mission

The Gauntlet

Concentrated heavy armour presses into the dark corners of Mara.

Strike Force Mission

Insurgency

Will the foul rituals be stopped?

Mara
Threnos

Threnos

Threnos has been the target of activity that seems to grow as the hulk approaches. Intercepted communiques and clandestine observations show a dangerous energy eminating from a forbidden lattice of unknown origin.

Strike Force Mission

Desperate Transmission

Forces clash to send word of what they have found on Threnos.

Strike Force Mission

Heralds of Vengeance

Old allies become new enemies, seeking to cut the heart out of the opposition.