First off, you can check out the scoop on the campaign right here. If you're taking part, get ready for some fantastic battles across a brand new landscape!
The top two players will receive new unit boxes for (one of) their armies, and the third place player will receive a blister from their army. All three will receive Achievement Certificates from the Wargate as well.
The surface of Nokk is ripe for war, but what are the specific factions truly after? (Other than a shiny new unit?) How each army places in the final standings will affect that forces' narration through into the next campaigns.
- Blackskull Goffs - The main force driving the Waaagh!!! to it's inevitable conclusion, the Blackskulls want to amass enough spare parts to get their ships back into the air. The meks are convinced they can launch a large ork craft within several weeks - if the right parts are found.
- Evil Sunz Tribe - A collection of other ork warlords from a rival tribe, the Evil Sunz are not happy to see their Goff brethren in a position to do anything other than hunt wild beasts on Nokk. At best, an Evil Sunz warboss might become leader of the Waaagh!!! if they can defeat the Blackskulls. At worst, there will be plenty of fighting. Which isn't so bad.
- Killing Frost of Tir-Tairngire - One of two Eldar hosts to attack the planet, the aliens seem bent on eradicating the other aliens: the Necrons and the tyranid population on Nokk.
- Saim-Hann Attack Force - Whether or not the Eldar present on Nokk are working with or against one another, one thing is evident: they are working against everyone else. Saim-Hann in particular would see not only the threat of the tyranids and necrons destroyed, but also the burgeoning ork migration building on the planet.
- Necrons - Disturbed by tyranid monsters gnawing at the core of Tangrus, the Lord of Nokk has arrived on the surface intent on silencing the living and redistributing their life forces. Enraged at the interlopers settled on his world, the Lord wants only to eradicate them all.
- Tyranids - The Hive Mind impels it's progeny toward one end - summoning more tyranids from space, and continuing to survive on Nokk until they arrive. The warp is flowing according to the Hive Mind's unfathomable will, and the conditions will be perfect for a new invasion from the sky. If, that is, the proper ground can be taken and the psychic beacons erected and protected.
- Alpha Legion - The Umbral Stalkers Cabal has used this place as a staging ground and even recruited ork warriors as mercenaries from the endless stock on the planet. They interact with the orks so much, even they call the planet Nokk. However, the orks are whipped into a killing frenzy, and the Legion will be hard pressed to repel attackers in their hidden bases across the planet. They will seek to weather the storm, and retain their holdings on the planet's surface. There might even be a little room to expand the operation...
The higher your army's standing at the end of the campaign, the closer you've gotten toward achieving your ultimate goals! No matter how it ends, one thing is for certain.
The planet Nokk will never be the same.
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