Caliburnus Planets

System / Acedia
# / Territory / Rules
1 / Capitol: Armorica / The Controller may include a Super Heavy Tank in their army. / Astra Militarum
2 / Fortress Mercia / The Controller can make Reserve rolls for Orbital Bombardments.
Battles on Mercia should be done using Space Hulk tiles. / Astra Militarum
3 / Moon: Avaricia / The Controller may add a random Troops unit to their army from their roster. / Astra Militarum
4 / Planet: Chastity / The Controller's units have Adamantium Will.
The Defender in this territory automatically has the Church terrain piece. / Adeptus Sororitas
5 / Continent: Brittany / The Controller's units gain the Stubborn special rule. / Astra Militarum
6 / Continent: Saxony / The Controller may have D3 Troops units Outflank. / Astra Militarum
Special Rules: / The planet is heavily forested, as is the Moon, Avaricia. Units fighting on those territories have a constant 5+ Cover Save.
Defenders / [Army] Acedia Garrison
Factions / [Army]
Acedia is a rare system in that it has three inhabitable satellites. The main planet, Acedia is a very large planet with a small population of 75 million. Although the planet is at a medieval level of technology, it is sometimes used to recruit for the Adeptus Militarum. It is protected by Fortress Mercia, a space station that monitors the planet. It's moon, Avaricia has a small medieval population of 1 million. Lastly, the planet Chastity is a Shrine world dedicated to training members of the Ecclesiarchy. It houses a population similar to that of Acedia, roughly 68 million.
System / Ahrimanes
# / Territory / Rules
1 / Capitol: Hala'khor / The Controller is immune to the Haunting rule and may include a Wraith in their army for free. / For-Mor Craftworld
2 / Le'strad'ha Ruins / The Controller may Deep Strike one unit in their army.
3 / Wal'krava Ruins / The Controller's models may always run 6".
4 / The Convergence / The Controller rolls 3 Dice during their psychic phase, and chooses which two for the power dice for that turn.
5 / The Voidlands / The Controller can automatically steal the Initiative at the beginning of a battle.
6 / The Refuge / The Controller can re-roll the Haunting roll for affecting an enemy unit.
Special Rules: / At the beginning of each player turn, their opponent may choose an enemy unit and roll on the Haunting table to see how they are affected.
1 - Helpful Apparitions: The unit is given advice by ghosts and may re-roll one dice this turn.
2 - Phantasms: The unit must take a Pinning test.
3 - Poltergeists: The unit may not run and can only fire Snap Shots.
4 - Spectre: The unit counts as being locked in close combat for this entire turn.
5 - Wights: The unit takes D6 Strength 3 hits.
6 - Wraith: A Wraith attacks the unit and counts as charging this turn.
Wraith: WS 3/BS 0/S 5/T 5/W 2/I 2/A 1/Ld 10/ Invulnerable Save 4+/Attacks ignore Armor and Invulnerable saves.
Defenders
Factions / [Army] Kurnous' Hounds
The planet's capitol is currently controlled by the Eldar. Although Ahrimanes is a habitable planet, it is virtually unpopulated. A long lost civilization once thrived on the planet. However, at some point in the distant past it was engulfed in a warp storm. The storm abated several hundred years ago, but the residual effects of the storm remain.
The planet is haunted. When the Imperium tried to colonize the planet they encountered ethereal visions of the planet's former inhabitants. Some of the encounters were merely vignettes of the past and were spectres conducting their daily routines, while others were face-to-face encounters with ghosts who actually interacted with the explorers.
Attempts to colonize the planet failed for obvious reasons. Those attempting to live on the planet were usually unable to handle the persistent visitations. Many went insane, while others had fatal encounters with malicious wraiths.
The Eldar have managed to conquer the capitol and are investigating the disturbances and attempting to discover what happened those long millennia ago.
System / Andredoria
# / Territory / Rules
1 / Capitol: Xandros / The Controller may include a Super Heavy Tank in their army. / Astra Militarum
2 / Moon: Malathon / The Controller may choose to give one of their units Deep Strike. / Astra Militarum
3 / Aragosian Fields / Once each turn, a unit may re-roll all of its shooting Attacks. This must be declared before any dice are rolled. / Astra Militarum
4 / Malongan Jungle / The controlling player's units have 5+ Cover saves on any turn they don't move. / Chaos Marines
5 / Redosia Archipelago / At the beginning of the game, roll to see which side of the board is seaward. The controller may put D3 of their units in Reserve for this table edge. / Astra Militarum
6 / Cenastorayx Swamp / Prior to deployment, the controller can force his opponent to put one specific (non-HQ) unit in reserve. / Astra Militarum
7 / Theban / One unit in the controlling player's army becomes Fearless and Leadership 10. / Astra Militarum
8 / Agragathion / One unit in the controlling player's army may re-roll failed (normal) Armor saves. / Astra Militarum
Special Rules: / Andredoria is very unstable and prone to earthquakes. Roll a D6 after deployment. On a 1, the battle is unaffected. On a 2-5, an Earthquake will occur during that turn. During an Earthquake, units may only make Snap Shots and all terrain counts as Dangerous. On a 6, the entire battle takes place during a Tremor - All movement counts as Difficult Terrain. Skimmers, flyers, Super Heavies, and units with Relentless, Slow and Purposeful, or Move Through Cover are unaffected.
Defenders / [Army]
Factions / [Army]
Andredoria is a farming planet that is home to 1 billion Imperial citizens. It exists in a binary system, and its irregular orbit caused my multiple gravitational pulls, makes the surface unstable. There are a multitude of earthquakes. Most are small, but they are frequent. The society of the planet has had to adapt by modifying the construction of buildings and adapting their lifestyles to the peril. The planet's tectonics have given it a disordered surface, and it has mountains, swamps, and plains in a varying pattern.
The capitol, Xandros, is home to a cooperative democracy. The population votes for its representatives directly, and they are answerable to the people of their sector. They sit on a planetary council that takes care of issues that affect everyone. The only office with autonomy is the Militant Commander of the planet. Although he maintains independence of how he disposes of the military, he has no civilian powers whatsoever. The Militant Commander is elected by the council and serves for two years, although it is possible to serve multiple terms.
Andredoria is self-sufficient and needs no external imports. However, their only export is food. While there are no tall forms of life on the planet, it is rich in plant life, which allows for the grazing of many animal species. Transportation is also an issue, due to the unreliability of the planet's surface. Most vehicles have off-road capability.
The planet was colonized a long time ago, and there are no records of its founding. The citizenry of the planet are a flexible people to meet the demands of their fickle environment, and the odd scheduling caused by the seeming randomness of the day. The planet orbits two suns, and has one moon. Their roads are composed of crushed stones that do not shatter from earthquakes, and their buildings are very low to the ground with very large supporting pillars and foundations.
Despite all the difficulties, life has prospered, and more important, its inhabitants have become rugged and stalwart. Animals have tough hides, plants have shallow, but strong and mobile roots, and the people take rebuilding as a 'matter of fact' labor. Dorians are considered to be some of the most hardy and reliable of Imperial citizens.
The Dorians do have a national identity, and although they have 'sector' or 'state' identities as well, there is virtually no conflict among the people there, as cooperation is necessary for survival on the planet.
System / Arjuna
# / Territory / Rules
1 / Capitol: Fortress Siva / The Controller may include a Macro Cannon in their army. / Astra Militarum
2 / Outpost Krishna / The Controller may grant +1 Ballistic Skill or +1 Weapon Skill to one unit in their army. / Astra Militarum
3 / The Deadlands / The Controller automatically chooses their deployment side in the battle. / Astra Militarum
Special Rules: / Arjuna is very bare. After terrain has been set up, both players must remove one terrain piece each. Low Gravity: Non-skimmers & flyers count as moving in difficult terrain. Hazardous Atmosphere. Models with a 5+ or worse save never receive it, although they may use Cover and Invulnerable saves.
Defenders / [Army]
Factions / [Army]
Arjuna is a long dead gas giant. The planet used to be massive, but is now down to its solid core. While smaller than it used to be, it is still larger than most inhabited planets. And although most of the gas has escaped the planet, it still has more than enough resources to last for thousands or even a few million years.
There is no indigenous life on the planet, and it has only recently become inhabitable. Still, breathing his not possible without respirators, and the low gravity causes havoc with movement and the monumental task of husbanding the planet's resources. The surface of the planet is inordinately smooth with only a few spiky outcroppings.
Recently, the Imperial Navy has set up a base around the planet so that it may be used as a waystation system. The planet's fifty thousand inhabitants are the small gas-collecting community, protected by the Imperial Navy.
System / Articerus
# / Territory / Rules
1 / Capitol: Tomb of Ayan-sher / Controlling player gains an Obelisk Super Heavy. Units in this territory add +1 to Reanimation Protocols and Feel No Pain rolls. / Necrons
2 / Obelisk of Karam-Thun / Controlling player gains a free Monolith. (Yes! Even non-Necrons! However, if the controller fights Necrons, the Monolith joins the Necron player's army.) / Necrons
3 / Amanzar's Observatory / The controller may re-roll all Scatter dice. / Necrons
4 / The Forgotten / The controlling player has a 10-man Flayed One unit in Reserve. However, they will follow the planet's special rules as mentioned below. / Necrons
5 / Phase Generator / The controlling player's units ignore the rules for Dangerous and Difficult Terrain. / Necrons
6 / The Regeneratorium / All vehicles and Independent characters gain the It Will Not Die special rule. / Necrons
7 / The Catacombs / Troops and Elites units in the controller's army may Deep Strike, and do NOT suffer mishaps. They are placed 1" away from the mishap causing obstruction. / Necrons
8 / The Negator / All units in the controller's army gain the Adamantium Will special rule. / Necrons
9 / Fortress Hawkeye / The army gains an Orbital Bombardment as a Reserve unit. This may be used multiple times. Any battles fought here are done using the Space Hulk tiles. The special rules for Articerus do not apply on the Fortress. / Astra Militarum
Special Rules: / Articerus is home to a dormant Necron colony, which could be awakened by fighting on the planet. During each player's turn, they roll a D6. On a 6, they may Deep Strike a minimum-size, basic-equipped Necron infantry unit on the table. This unit now performs all of its actions in that player's turn. HOWEVER, it will always move, shoot and charge the nearest non-Necron unit, even if that is the awakening player's units.
If a Necron army is battling on this planet, the new unit ignores the above rules, and immediately counts as a new unit in that player's army, and acts in that player's turn.
Although all of the territories on the planet are currently Necron-aligned, the Necrons are still dormant, so Necrons do not have to be involved in a battle for territory on this planet.
Defenders / [Army]
Factions / [Army]
Articerus is a forbidden planet. To visit this system is to invite condemnation by the Imperium. One Imperial satellite hovers over the planet, sending out a warning signal of danger; not merely in the languages of the Imperium, but in several alien languages as well.
Spoilers - Articerus is home to a dormant Necron colony. (There will be more later. Articerus is a unique planet....)
System / Ascalon
# / Territory / Rules / Owner
1 / Capitol: / The controlling player may use a Fortress of Redemption
2 / Pyrox Defense Network / The player may place two Bunkers in his deployment zone. / Tau
3 / Ascalon Sewer Network / One chosen unit receives the Stealth special rule. / Imperial Guard
4 / Baraxus City / The first Troop unit that is destroyed may come back as a Reserve unit.
5 / Fort Spetnum / The army receives an Aegis Defense Line with one free upgrade. / Chaos
Marines
Special Rules: / As the planet has been abandoned and everything is overgrown, ALL Cover saves are 4+.
Ascalon is one of the planets discovered upon the exploration of the Hendrik's Anomaly. The planet is a complete mystery, as there is no population on the planet, despite it being habitable. Furthermore, there are intact cities and fortresses all over the planet, completely empty of life.
System / Azar
# / Territory / Rules
1 / Capitol: Fort Solitude / The Controller may include a Fortress of Redemption. The Controller never needs to cast the Force power. It is considered to always be in effect. / Grey Knights
2 / Fort Kurgan / The Controller does not need to roll scatter dice when Deep Striking units. / Grey Knights
3 / Fort Arrogance / The Controller gains +2 to Steal the Initiative. / Grey Knights
4 / Fort Kornilov / The Controller may re-roll Reserve rolls. / Grey Knights
5 / Sakarovosk / Enemy units may not Outflank the controller's army. / Astra Militarum
6 / Trotski / The Controller may force his enemy to re-roll successful Reserve rolls. / Astra Militarum
7 / Aemiric / The Controller may add +150 points to the size of his army. / Astra Militarum
8 / Czar / The Controller may add +1 Leadership to all of the units in his army. / Astra Militarum
Special Rules: / Azar is a very lush and verdant planet. After sides have been chosen, but before deployment, each side may place down D3 pieces of natural terrain anywhere on the battlefield.
Defenders / [Army]
Factions / [Army]
Although Azar appears to be a completely normal civilized world, it houses a Grey Knight's outpost. Recently, it was invaded by Chaos forces from Elsinore who were soundly defeated, having not expected the tenacity with which it would be defended and assisted. The Chaos forces were heavily outmaneuvered and hastily retreated from the planet. The secret of the Grey Knights was hidden by a subterfuge where they bore the banners of other, assisting Astartes chapters.

Bludmongar - One of the Ork held planets in the area. While the others are affected by civil wars, Bludmongar is run by the Blood Axes. The Ork clan has managed to avoid the infighting affected by the other clans by creating a Kouncil, which is run by Elektors. While the other Orks scoff at this humie-style government, the Blood Axes continue to get stronger.

Borgias - Borgias is a paradise world which bears the name of the Navigator clan which rules it. They are very private in their affairs. There are rumors that they are owners of powerful Archeotech, as a massive Ork invasion was once spotted by traders passing through the system. When Imperial relief forces arrived, they found no trace of the invasion save the debris of the Ork ships. They were informed that their assistance was not necessary.

Branday - This is an agricultural planet. Although it only has a population of a few million, it has been more heavily defended by the Imperial fleet, as the planet has been victim of many Dark Eldar raids. The importance of Branday's foodstuffs to other planets in the sector has caused the Administratum to increase the security.

Carthago Nova - This planet seceded from the Imperium over 200 years ago. The governor of the planet declared the planet independent and immediately allied himself with aliens from nearby sectors, and the planet is a haven for inter-species activity. While some Imperials call for the planet's destruction, so far, they have evaded retribution. Some speculate that Carthago's destruction has been stayed by the hands of Rogue Traders and Inquisitors who use its cosmopolitan population to spy on the numerous enemies of the Imperium.

Centarus - Centarus is a small planet, but has a high population for its size, resulting in it being classified as a Hive World. Other planet's in the system include: Gynos - An agricultural planet, Kymeros - A mining world, and Minotaurus, a tiny planet which is used as a penal colony.

Ceylon - Ceylon is a large planet completely covered by water. The people who live on the planet live either on mobile ships, or in underwater cities. The people on Ceylon are notorious for being the wealthiest people in the sector, as they ship both water and jewelry across the sector.