Shadows Over Felgate – Tactical Hub

The end is nigh. The ground cracks and a bale blue green light floods the streets from below, belching forth demonic monstrosities, whilst innumerable creatures begin to stream from the skies. Tyranid lifeforms and demons clash over the city of Vaedominus as the invading forces continue to pursue their own agendas.

The regions around Steepsump begin to tremble. The murky water drains from the canals. Buildings topple. Those near to the district report scrabbling and an endless, faint, screeching coming from inside their own heads.

Data Breach

As the shadow over Felgate draws near, the vox networks falter and briefly fail, exposing data from all teams’ reconnaissance efforts to everyone.

Region information can now be seen by all teams and is linked below.

Shadows Over Felgate Campaign Table

PosTeamWLDVPs
1146052
2139150
3716134
4? ? ? 46
Current Escalation Level: 2,000 points

 

Victories assigned: 

  • Sanctus: 1 in reserve
  • Nihilus: 2 in reserve
  • Xenos: 3 in reserve
  • The Cult: Unknown

City districts

Each of the fleets have breached Felgate’s capital city, Vaedominus, and have set up their headquarters.

Equs: Strategic bombardment – Once per game, at any point in your turn or your opponent’s turn, exhaust this card to perform a bombardment on forces. For each enemy unit, roll a D6. On a 6, that unit suffers one mortal wound. (Additionally, roll for your own units if they are engaged in close combat with an opposing unit)

Nexus: Rapid deployment – Exhaust this card to give yourself an additional +1 on the “seize the initiative” roll before the game.

Pyre: Blackout – Once per game, exhaust this card to make every unit on the board -1 to hit beyond a range of 12” until the end of the battle round (this ability does not stack with other similar abilities)

Administratum District: Administrative resources – From turn 2 onwards, you may exhaust this card to immediately gain 2 extra command points. If either of these are not used before the end of the battle round, they are then lost.

Telepathica:  “I knew you’d do that” –  Exhaust this card to cancel out the effect of another district ability.

Tithe’s End Docklands: Freightways through the city – Exhaust this card during deployment to place one unit with the INFANTRY keyword in reserve. This model may have no more than 10 models in it and may be brought in from turn 2 onwards using the standard deep striking rules.

Northern Manufactorum: Additional ablative armour – Exhaust this card to give one unit with the VEHICLE keyword the ability to negate 1 point of AP from any attacks it suffers until the end of the battle round.

Southern Manufactorum: Special order ammunition – Exhaust this card to give one unit and extra -1 AP to their ranged weapons until the end of the turn.

Cathedral District: Blessing of the armless – Exhaust this card to grant a single unit a 6+ Feel No Pain save until the end of this battle round.

Sleeper’s Rise: Null shards – until the end of the battle round, add one to all of your “Deny The Witch” tests.

Garrison: Strategic insight – exhaust this card to earn the benefits of prepared positions. If you have the first turn, you may exhaust this card, spend 2cp and also get the benefit of prepared positions.

Western Hab Blocks: Human Resources – exhaust this card to add 1 to all your morale tests until the end of the battle round.

Oldtown: Local knowledge – before the game beings, you may exhaust this card to move a single objective marker. It may only be moved to a location that still respects the objective placement restrictions specified by the mission.

Fleetpass Voidports: Coordinated airstrike – Exhaust this card to perform a bombardment on forces on ANY OTHER table. For each enemy unit, roll a D6. On a 6, that unit suffers one mortal wound. (Additionally, roll for units on both sides if they are engaged in close combat)

Steepsump: Sumprot – Exhaust this card to force one enemy unit to re-roll 6s made on armour saves until the end of the battle round.

East Swinestacks: Well fed Exhaust this card to give one unit a +1 to advances and charges until the end of the turn.

The Spires: Seat of power – Exhaust this card to force your opponent to roll two dice when advancing and three dice when charging until the end of the turn. The highest result in each case must be discarded.

Battle Log (Winner marked in bold)

  • Craig Clark vs. Nathan Searle
  • Craig Clark vs. James French
  • Rob Waller vs. James French
  • Will Mayes vs. Stuart Barnes
  • Max Deeley vs. Nathan Searle
  • David Hing vs. Euan Bedford-Cooper
  • Denis Naberezhnykh vs. Euan Bedford-Cooper
  • David Hing vs. Leo Hutchins
  • Nathan Searle vs. Denis Naberezhnykh
  • Denis Naberezhnykh vs. Will Mayes (draw)
  • Rob Waller vs. Stuart Barnes
  • Euan Bedford-Cooper vs.Rob Waller
  • Chris Chapman vs. Dan Snelling
  • Max Deeley vs. Will Mayes
  • Nathan Searle vs James French
  • Nathan Searle vs. David Hing
  • Leo Hutchins vs. Dan Snelling
  • Euan Bedford-Cooper vs. Craig Clark
  • Chris Chapman vs. Denis Naberezhnykh
  • Max Deeley vs. Craig Clark
  • James French vs. Stuart Barnes
  • Denis Naberezhnykh vs. Leo Hutchins
  • Euan Bedford-Cooper vs Chris Chapman
  • Craig Clark vs. Nathan Searle
  • David Hing vs. Craig Clark
  • Denis Naberezhnykh vs. Rob Waller
  • Stuart Barnes vs. Chris Chapman
  • Rob Waller vs Dan
  • Euan Bedford-Cooper vs. James French
  • Denis Naberezhnykh vs. Stuart Barnes
  • Chris Chapman vs. Max Deeley
  • Euan Bedford-Cooper vs. Max Deeley
  • Denis Naberezhnykh vs. Nathan Searle
  • Will Mayes vs. David Hing
  • Rob Waller vs. Nathan Searle
  • Dan Snelling vs. Euan Bedford-Cooper
  • Max Deeley vs. Dominic O’Hallaran
  • Denis Naberezhnykh vs. Euan Bedford-Cooper
  • Nathan Searle vs. Will Mayes

Additional rules

The end times are coming. Make preparations.

The City of Vaedominus

  • After each week, teams may attempt to claim a number of districts based on the number of victories they have won.
  • A district can only be claimed if it is adjacent to a previously claimed district and there is an unbroken line back to the team’s HQ district (currently marked above)
  • Claiming a district may reveal more about it, advance the narrative, fulfil secret agendas, or confer a special bonus as explained below.

City Districts

  • From week two onwards, at the beginning of each session, each player may select a single bonus from the map of the city (which will be set up at the club).
  • These bonuses will be written on a card. In most cases the card will confer a one-time use bonus.
  • Cards may only be chosen from areas of the city that your team controls.

Main Character

  • In addition to your list, create a single infantry character that can be chosen from you army list. Give this character a name and a simple backstory (eg. a motivation, a grudge, a defining character trait, or an entire novella if you really want.)
  • This character can be run as part of your list, or can be used to engage with narrative missions.
  • Points limit for the character should be around 90 points.
  • In cases where your characters are wildly lower cost, they may be accompanied by a couple of retinue figures as well (for example a command squad for an Imperial guard commander) – select whatever you think is narratively cool.
  • The characters aren’t intended to be a power gaming destabilising thing and the intention is for them to engage in potential side missions and sub-plots within the campaign. If you have not got this sorted by the beginning of week one, that is fine!

Fragile alliances

  • Teams are comprised of factions whose goals mostly align, but they may not all be pulling in the same direction. During the campaign, some members of each team may be given special missions. Fulfilling those missions may reward additional campaign points for your team, or trigger other consequences.

Special campaign strategems

 

Imperium Sanctus

Imperium Nihilus

Xenos Alliance

Explanation of how Shadows Over Felgate works