Ancient Helios Array beneath a shattered moon

A FOUR-MONTH NARRATIVE WAR

THE WAR FOR THE
VARDOS REACH

Armageddon burns. Now the fire spreads.

+++ HELIOS SIGNAL DETECTED +++
The ancient Helios Array
CAMPAIGN BACKGROUND // THE VARDOS REACH

ARMAGEDDON BURNS.
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.

THE IMPERIUM'S HIDDEN ROAD

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.

THE HELIOS ARRAY

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.”
01 // READ THIS FIRST

YOUR ORDERS

Everything required to join the war. The battlefield lore comes after the brief.

  1. 01Read the separate DKQR Highlander Army Construction Rules.
  2. 02Register your army name, faction and detachment.
  3. 03Create and name a non-Epic-Hero Campaign Warlord.
  4. 04Write why your force has entered the Reach.
  5. 05Choose a faction agenda and narrative objective.
  6. 06Choose or receive an opening strategic zone.
  7. 07Arrange 1–2 games in Month 1 and report the result.
PLAYER EQUIPMENT // REQUIRED

DOMINATUS MISSION MATERIALS

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.
02 // CAMPAIGN TIMELINE

FOUR MONTHS.
ONE WAR.

01

THE GATHERING STORM

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

02

THE VARDOS OFFENSIVE

A one-day, three-round RTT breaks the lines and causes a major map shift.

03

WAR ACROSS THE REACH

Respond to the RTT aftermath, exploit territory effects and fight for the routes to Helios.

04

THE HELIOS CRISIS

Divergent agendas converge in a linked narrative finale.

RTT CHAMPIONCompetitive performance
CHAMPION OF THE REACHHighest Campaign Renown
VICTOR OF THE VARDOS WARFaction achieves its endgame
Golgotha refinery world under invasion
GOLGOTHA SECUNDUS // MONTH 01
“They do not call it Helios. To them it is the Big Green Road.”
THE FIRST FUEL STOP

The refineries are not an objective. They are the beginning of the road to the greatest fight in the galaxy.

STRATEGIC THEATRE // OPENING DISPOSITION

THE CAMPAIGN MAP

The Reach begins nominally under Imperial control. Kastorel is already contested. Helios remains locked until the war opens a route to the Array.

IMPERIUMCONTESTEDLOCKEDSUPPLY ROUTE
Illustrated map of the Vardos system and campaign sequenceOPEN FULL-SIZE CAMPAIGN MAP ↗

Illustrated strategic briefing plate. The live, editable campaign projection remains below for use as control changes during the war.

03 // STRATEGIC MAP

SIX ZONES.
SIX WAYS TO CHANGE THE WAR.

01

PRODUCTION

Vardos Prime

IMPERIUM

STRATEGIC EFFECT

Convert one monthly draw here into a successful defence for territory pressure.

Effects change campaign choices—not dice rolls or army strength.
02

INFLUENCE

Saint Halbrecht’s World

IMPERIUM

STRATEGIC EFFECT

Win one monthly territory-control tie, declared before other tiebreakers.

03

FUEL

Golgotha Secundus

IMPERIUM

STRATEGIC EFFECT

Launch one monthly attack into a non-adjacent, non-Helios zone.

04

FLEET CONTROL

The Vardos Belt

IMPERIUM

STRATEGIC EFFECT

Treat any two non-Helios zones as adjacent for one declared attack.

05

INTELLIGENCE

Kastorel

CONTESTED

STRATEGIC EFFECT

After the opponent is known, change one faction player’s targeted zone.

06

ENDGAME

The Helios Array

LOCKED

STRATEGIC EFFECT

Access is decided by the Offensive. Its final fate resolves the war.

Ancient geometric mechanism awakening beneath Kastorel
KASTOREL // TRANSMISSION LOST
“The first warning was a perfect line of light across the night.”
+++ MECHANICUS SURVEY // ACCESS DENIED +++
04 // FACTION AGENDAS

EVERY ARMY WANTS
A DIFFERENT ENDING.

01

Imperium

Secure the supply corridor. Activate Helios. Preserve Vardos Prime.

02

Orks

Open the Big Green Road. Take Golgotha and force a route to Helios.

03

Aeldari

Prevent the foreseen catastrophe. Disable or destroy the Array.

04

Chaos

Corrupt Helios until the corridor becomes a wound in reality.

05

Necrons

Reclaim the ancient mechanism and purge Kastorel.

06

Leagues of Votann

Recover the Array’s technology and settle every claim.

07

Tyranids

Consume the source of the signal and strip the Reach.

08

Drukhari

Raid every side, take captives and escape before the crisis resolves.

Rival fleets converging on the Helios Array
MONTH 02 // ONE-DAY RTT

THE VARDOS
OFFENSIVE

A genuine competitive event whose three rounds also tear up the campaign map.

01 BREAK THE LINES02 THE COUNTERATTACK03 THE ROAD TO HELIOS
05 // LIVE CAMPAIGN RECORD

MAKE EVERY GAME CANON.

+++ VARDOS WAR DISPATCH 002 +++

GOLGOTHA HAS FALLEN.

Ork forces overwhelmed the refinery complexes after three days of fighting. Imperial forces retain Vardos Prime. Strange reports continue from Kastorel.

HELIOS REMAINS SILENT.
ARMY CONSTRUCTION

THERE CAN BE ONLY ONE.
DOCUMENT.

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.