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Sessions Zero

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Factions

Getting started with your Faction.

Available Factions

When you start an Order of Battle, you must decide what faction you will be - this must be one of the following Faction keywords (Sub-Factions included for reference):
IMPERIUM
SPACE MARINES
DEATHWATCH
SPACE WOLVES
BLOOD ANGELS
DARK ANGELS
IMPERIAL FISTS
SALAMANDERS
IRON HANDS
WHITE SCARS
GREY KNIGHTS
ADEPTUS CUSTODES
ASTRA MILITARUM
ADEPTUS SORORITAS
ADEPTUS MECHANICUS
IMPERIAL KNIGHTS
* IMPERIAL NAVY
* ROGUE TRADER
CHAOS
CHAOS SPACE MARINES
DEATH GUARD
THOUSAND SONS
CHAOS KNIGHTS
CHAOS DEMONS
* DARK MECHANICUS
* HERETIC IMPERIAL GUARD
AELDARI
CRAFTWORLD
* CORSAIRS
DRUKHARI
HARLEQUINS
ASURYANI
TYRANIDS
TYRANIDS
GENESTEALER CULTISTS
* BROOD BROTHERS
ORKS
ORKS
* LOOTED VEHICLES
NECRONS
NECRONS
T’AU EMPIRE
T’AU
* KROOT
* HUMAN AUXILIARY
* MERCHANT FLEET
* These options are presented more for giving players the ability to use standard rules for appropriately converted models or to be part of factions that they would not normally be able to.
When building a force you may not use models that are not part of your major Faction unless the game’s rules specify differently. If the faction that you would like to play as does not appear on the above list, speak with the Campaign Master to discuss options.
We recommend players come up with their own narrative hooks and motivations behind their Faction’s forces. What are your Faction’s goals and why they want to be there, grudges to settle, or looking for something? As this is intended to be a Narrative over Matched Play Campaign, we’re looking to tell a grand story of the events that happen with each player authoring their own part.

Sub-Factions

Some armies have sub-factions which were added retroactively, instead of through a datasheet keyword (for example, Thousand Sons’ Cults of the Legion or Death Guard’s Plague Companies). All units who would normally gain such a keyword as part of a specific detachment gain one when they gain a Crusade Card, and their sub-faction must be chosen at that time.
Abilities which are given via requisition (such as Warlord Traits or Relics) from that sub-faction may be given as normal.
Passive/”bonus” traits (such as the bonus Psychic Power for Cults of the Legion) are gained by units when they are mustered and put into a detachment matching that keyword (see individual army rules for more details). They are not part of that unit’s Crusade Card.

Named Units

Named units can not be added to your Order of Battle at the start of the campaign. These are typically units that you can include only one of in a army list and have Warlord / Relics as part of their unit.
However, on rare occasions, a Requisition may become available to allow a player to add a specific named unit to their Order of Battle. Only a single player may own the services of a given named unit at one time.
For reference, the following units are not considered named units:
Harlequins: Solitaire
Necrons: C’tan Shard of the Deceiver, C’tan Shard of the Nighbringer, C’tan Shard of the Void Dragon
Imperium: Assassin

Territory Status

When created your Faction starts with either a Mobile Force or Small Territory.
A Player that does not hold at least one Planet is considered a Mobile Force.
If they hold up to one System it’s considered a Small Territory.
If they hold up to one Sub-Sector it’s considered a Medium Territory.
If they hold an entire Sector they’re considered a Large Territory.

Starting Hex

A Mobile Force starts at one of the Systems at the edge of the System Map. All other Players start on a Planet at least 2 Systems away from any other Alliances.
Each Player starts with a single Order of Battle of their Faction.

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