Galactic Conquest: Magnus Expanse

Galactic Conquest: Magnus Expanse

Sector Map

Standings

Team Score
Blue 34
Orange 30
Green 21
Red 20
White 10

Planet Index

Planet World Type Boon
BLUE
Behir 04 Daemon Warp Rifts
Behir 05 Hive Shock and Awe
Behir 07 Forge Aerial Bombardment
Briscon 05 Administratum Operation Triple Dragon
Briscon 07 Hive Hasty Machine Rites//Rapid Regeneration
Katia 01 Hive Shock and Awe
Katia 02 Daemon Cowards but Survivors
Katia 03 Forge Aerial Bombardment
Katia 04 Death Even in Death I Serve
Katia 05 Fortress Daniel
Katia 06 Hive Reckless Advance
Katia 07 Hive Glory Boyz
Katia 08 Shrine Divine Intervention
Katia Sun Forge Neurok Hover Sail
Perseus 08 Administratum Operation Triple Dragon
Puppis 01 Agricultural Headhunters
Puppis 04 Fortress Firing Blanks
Puppis Sun Fortress Daniel
Quintor 02 Death Pay for Every Step
Wulff 03 Hive Glory Boyz
Wulff 04 Daemon Cowards but Survivors
Wulff 05 Shrine Guiding Light
Wulff 06 Forge Rigged to Blow
Wulff 08 Administratum Operation Triple Dragon
Wulff 10 Death Unbreakable Resolve
Wulff Sun Daemon Laughter of the Thirsting Gods
GREEN
Behir 06 Hive Hasty Machine Rites//Rapid Regeneration
Behir 09 Administratum Advance to the Rear
Behir 10 Hive Reckless Advance
Leilos 02 Shrine Old Bale Eye
Leilos 03 Hive Shock and Awe
Leilos 04 Administratum Advance to the Rear
Leilos 06 Administratum Book Smart
Leilos 08 Hive Reckless Advance
Leilos 09 Daemon Cowards but Survivors
Leilos 10 Forge Rigged to Blow
Leilos Sun Death Even in Death I Serve
ORANGE
Behir 01 Forge Neurok Hover Sail
Leilos 05 Hive Glory Boyz
Leilos 07 Daemon Warp Rifts
Perseus 01 Forge Rigged to Blow
Perseus 02 Administratum Advance to the Rear
Perseus 04 Agricultural Headhunters
Perseus 06 Daemon Laughter of the Thirsting Gods
Perseus 07 Forge Neurok Hover Sail
Perseus 09 Hive Hasty Machine Rites//Rapid Regeneration
Perseus 10 Shrine Divine Intervention
Perseus Sun Daemon Warp Rifts
Puppis 02 Daemon Laughter of the Thirsting Gods
Wulff 01 Hive Cool Heads
Wulff 02 Agricultural Can We Keep Him?
Wulff 07 Shrine Divine Intervention
Wulff 09 Fortress Daniel
RED
Behir 02 Death Even in Death I Serve
Behir 03 Shrine Old Bale Eye
Briscon 01 Hive Trench Fighters
Briscon 02 Death Pay for Every Step
Briscon 06 Administratum Book Smart
Briscon 08 Shrine Guiding Light
Briscon Sun Death Unbreakable Resolve
Leilos 01 Agricultural Can We Keep Him?
Puppis 03 Shrine Guiding Light
WHITE
Behir 08 Agricultural Headhunters
Behir 11 Hive Trench Fighters
Behir 12 Death Pay for Every Step
Behir Sun Fortress Firing Blanks
Briscon 03 Hive Cool Heads
Briscon 04 Forge Aerial Bombardment
Perseus 03 Hive Trench Fighters
Perseus 05 Fortress Firing Blanks
Quintor 01 Agricultural Can We Keep Him?
Quintor 03 Hive Cool Heads
Quintor 04 Shrine Old Bale Eye
Quintor Sun Death Unbreakable Resolve

Boon Index

Boon Description
Advance to the Rear Select one unit in your army. In your movement phase, if this unit ends its movement within 3" of the board edge in no man's land, you may choose to place it back into Strategic Reserves. It may be redeployed according to the Strategic Reserves rules, or if applicable, the Deep Strike rules if that unit has the Deep Strike keyword. A unit cannot be redeployed this way on the same turn it was placed into Strategic Reserves.
Aerial Bombardment Once per game, during its shooting phase, a unit in your army can target any enemy unit in line of sight. Drawing a straight line from that unit to the enemy unit, every enemy and friendly unit crossed takes 2D6 hits (S5, AP1, D1).
Book Smart You gain one additional Command Point at the beginning of the game.
Can We Keep Him? You may deploy one unit of four kroot hounds with your army for this battle. These models will be available at the Academy. These models do not count toward your points limit for the match.
Cool Heads Elect one INFANTRY unit in your army. That unit may fire Overwatch once per round at a cost of 0 CP. This still counts as a use of the Overwatch stratagem.
Cowards but Survivors You may choose one unit at the beginning of the game. That unit is able to fall back and shoot with a -1 penalty to ballistic skill for the rest of the game.
Daniel Elect one INFANTRY or CHARACTER unit in your army. After this unit is dealt lethal damage, but before it is destroyed and removed from the board, it may fight as though it is your fight phase.
Divine Intervention At the beginning of the battle, chose one INFANTRY unit to be equipped with this boon. This unit can choose to auto-succeed on a single save each battle round. This boon activates after the save has been rolled.
Even in Death I Serve Select one CHARACTER unit from your army. This unit gains Deadly Demise 3. This ability will always activate and does not need to be rolled for.
Firing Blanks Once per game in your opponent's shooting phase, you may impose a -1 penalty to an enemy unit's ballistic skill after that unit has declared its shooting target for the turn.
Glory Boyz Elect one INFANTRY or CHARACTER unit in your army. This unit may heroically intervene 6" this battle at a cost of 0 CP. This still counts as one use of the heroic intervention strategem.
Guiding Light Your entire army gets +1 to Leadership.
Hasty Machine Rites//Rapid Regeneration Elect one VEHICLE or MONSTER unit from your army. That unit has a 6+ FNP save for this battle.
Headhunters Select one INFANTRY unit from your army. Select one melee weapon profile from that unit. This weapon gains Precision.
Laughter of the Thirsting Gods You may force your opponent to reroll one singular dice. This boon may only be used once per game after player order is determined.
Neurok Hover Sail At the beginning of your turn, select one INFANTRY unit. For one turn, the target infantry unit gains the FLY keyword.
Old Bale Eye At the beginning of the game, select one CHARACTER model from your army to receive this boon. Enemy units within engagement range of this model are unable to reroll hits or wounds.
Operation Triple Dragon Use this boon in any phase when an enemy VEHICLE model is destroyed and only once per game. Your opponent does not roll to see if that model explodes; it does so automatically. If that model is affected by a rule that says it never explodes, ignore both that rule and this boon and roll to see if it explodes as normal.
Pay for Every Step Once per game, select one objective marker that is within 3" of any INFANTRY units from your army and not within 3" of any enemy units. The next time an enemy unit ends a move within 3" of that objective marker, roll one D6. On a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, it suffers 3 mortal wounds.
Reckless Advance Select one INFANTRY unit from your army. Select one ranged weapons profile for that unit. This weapon may be used as though it had the ASSAULT keyword. This replaces any other keywords that may be present on that weapon.
Rigged to Blow You may use this boon to cause a VEHICLE or MONSTER unit from your army to automatically explode instead of rolling a die. You may only use this boon once per game.
Shock and Awe Select one VEHICLE unit from your army. This unit may use the Tank Shock stratagem once per round for 0 CP. This still counts as a use of the Tank Shock stratagem.
Trench Fighters Select one unit from your army. This unit may use the Go to Ground stratagem once per round for 0 CP. This still counts as a use of the Go to Ground stratagem.
Unbreakable Resolve At the beginning of the game, select one INFANTRY unit from your army. When that unit is below half strength, they gain +1 to their BS and +1 to their WS for as long as they remain below half strength.
Warp Rifts Use this boon before the beginning of the first battle round. You may redeploy up to three units in your army.