THE GATHERING STORM
Register, deploy and fight for the opening zones. Play 1–2 games.

A FOUR-MONTH NARRATIVE WAR
Armageddon burns. Now the fire spreads.

The Third War for Armageddon is not fought upon one world alone. A war of that scale consumes entire systems simply to keep its armies supplied.
Beyond Armageddon lies the Vardos Reach: an industrial corridor of manufactoria, refinery worlds, pilgrim routes and void stations. Vardos Prime produces materiel. Golgotha Secundus refines the fuel. The Vardos Belt guards the approaches. Together they form a fragile chain carrying men, shells and war engines toward the greater conflict.
For centuries, Vardos was useful but unremarkable. Then the Helios Array began to wake.
Buried within a shattered moon, the Array appears capable of stabilising treacherous warp corridors. One such route leads toward Armageddon. In Imperial hands, it could become a permanent supply road. In the hands of another power, it could redirect fleets, strand worlds—or open an invasion route.
The Orks already have a name for what is coming: the Big Green Road.
“Armageddon is the destination. Vardos is the road. Whoever holds the road decides who reaches the war.”
Everything required to join the war. The battlefield lore comes after the brief.
Every player must bring either a physical Dominatus mission deck or an accessible copy of the Dominatus PDF. If using the PDF, it must be downloaded or reliably available on a charged device throughout the game.
Players should be able to reference their mission rules without relying on their opponent's copy.Register, deploy and fight for the opening zones. Play 1–2 games.
A one-day, three-round RTT breaks the lines and causes a major map shift.
Respond to the RTT aftermath, exploit territory effects and fight for the routes to Helios.
Divergent agendas converge in a linked narrative finale.

“They do not call it Helios. To them it is the Big Green Road.”
The refineries are not an objective. They are the beginning of the road to the greatest fight in the galaxy.
The Reach begins nominally under Imperial control. Kastorel is already contested. Helios remains locked until the war opens a route to the Array.
OPEN FULL-SIZE CAMPAIGN MAP ↗Illustrated strategic briefing plate. The live, editable campaign projection remains below for use as control changes during the war.
PRODUCTION
Convert one monthly draw here into a successful defence for territory pressure.
Effects change campaign choices—not dice rolls or army strength.INFLUENCE
Win one monthly territory-control tie, declared before other tiebreakers.
FUEL
Launch one monthly attack into a non-adjacent, non-Helios zone.
FLEET CONTROL
Treat any two non-Helios zones as adjacent for one declared attack.
INTELLIGENCE
After the opponent is known, change one faction player’s targeted zone.
ENDGAME
Access is decided by the Offensive. Its final fate resolves the war.

“The first warning was a perfect line of light across the night.”
Secure the supply corridor. Activate Helios. Preserve Vardos Prime.
Open the Big Green Road. Take Golgotha and force a route to Helios.
Prevent the foreseen catastrophe. Disable or destroy the Array.
Corrupt Helios until the corridor becomes a wound in reality.
Reclaim the ancient mechanism and purge Kastorel.
Recover the Array’s technology and settle every claim.
Consume the source of the signal and strip the Reach.
Raid every side, take captives and escape before the crisis resolves.

A genuine competitive event whose three rounds also tear up the campaign map.
Ork forces overwhelmed the refinery complexes after three days of fighting. Imperial forces retain Vardos Prime. Strange reports continue from Kastorel.
HELIOS REMAINS SILENT.All campaign and RTT armies must comply with the separate DKQR Highlander Army Construction Rules. Detailed construction rules are intentionally kept out of this site.
OPEN DKQR HIGHLANDER RULES PACK ↗