
Great Crusade Era — 31st Millennium
A cooperative grand strategy browser game. Command your Company, pledge to a Legion, and conquer the galaxy alongside your battle-brothers.
Cooperative PvE
There is no PvP. All campaigns are fully cooperative — every player fights the same xenos enemies. Rally your Legion-mates for coordinated assaults on fortified strongholds.
Grand Strategy
Build infrastructure across multiple worlds, manage energy budgets, research technologies, and run trade routes to sustain your war machine.
Persistent PBBG
No real-time pressure. Fleets travel over hours, resources accumulate while you're offline. Check in when it suits you — your Legion never stops growing.
18
Playable Legions
12
Xenos Factions
78+
Unit Types
16
Planet Types
235
Research Nodes
59
Captain Talents
70+
Artifact Types
400+
Crusade Citations
Each Legion has a unique combat modifier set wired into every phase of the game — production, recruitment, combat, research, and defense. Choose your Primarch. Choose your doctrine.
Legion I
Lion El'Jonson
The First Legion. +5% all combat stats, +25% bonus damage to enemy shields. Archaeotech mastery shreds void defenses.
Legion III
Fulgrim
Perfectionists who pursue flawless war. +10% Rapid Fire bonus (more follow-up volleys), −15% build times.
Legion IV
Perturabo
Masters of grinding siege. +25% siege damage, −10% build times. No wall stands before them.
Legion V
Jaghatai Khan
Lightning-fast raiders. +30% fleet speed. Strike fast, withdraw clean.
Legion VI
Leman Russ
The Emperor's executioners. +25% hull in the first round, +8% all combat stats.
Legion VII
Rogal Dorn
The ultimate defensive bulwark. +30% defense hull, +15% siege damage — none they build ever falls.
Legion VIII
Konrad Curze
Masters of psychological warfare. −15% enemy stats, +10% Rapid Fire. Fear is their weapon.
Legion IX
Sanguinius
Shock troops of the sky. +25% fast attack WP, +5% all combat stats. The Black Rage makes them fearless.
Legion X
Ferrus Manus
Faith in the machine. +10% vehicle hull, −10% build times. The flesh is weak — iron is not.
Legion XII
Angron
Rage-fueled shock troops. +3% combat bonus each round that passes. +10% vehicle and infantry hull.
Legion XIII
Roboute Guilliman
Masters of logistics and adaptation. +15% resource extraction, −10% build times. The blueprint for all Legions.
Legion XIV
Mortarion
Unrelenting attrition specialists. +10% infantry hull, +5% all combat stats. They endure what destroys others.
Legion XV
Magnus the Red
Warp sorcerers of the highest order. +25% shield bypass, −15% research cost and time.
Legion XVI
Horus Lupercal
The Warmaster's chosen. +50% Captain & Champion stats, +10% combat stats. Strike at the heart of command.
Legion XVII
Lorgar Aurelian
Zealous propagandists. Faith shields against hull damage. +50% Solar Auxilia (mortal unit) effectiveness.
Legion XVIII
Vulkan
Resilient defenders and craftsmen. −15% vehicle & fleet recruit time, +10% vehicle hull.
Legion XIX
Corvus Corax
Masters of reconnaissance and precision. +15% Rapid Fire bonus (more follow-up volleys), −10% enemy combat stats.
Legion XX
Alpharius Omegon
Practitioners of strategic subterfuge. +20% fleet speed, +10% research production.
Multiple xenos factions with unique combat modifiers, unit compositions, and scaling behaviors. Higher-level planets spawn tougher variants — and some worlds become Strongholds. Additional factions appear through campaign event decks.
Exponential swarms that grow stronger the more Orks are in a fight. Low individual quality, devastating in mass.
Ancient xenos of terrifying grace. 12% dodge chance — 1 in 8 hits simply misses. Elite but few in number.
Undying metal warriors. 3% hull regeneration per combat round. Nearly impossible to destroy quickly.
Murder-world xenos from One-Forty Twenty. Chitin armor reduces all incoming damage by flat 2 per hit.
Time-warping xenos that phase in and out of realspace. 10% dodge. Moderate threat across all engagement types.
Radiation-scarred glass cannons. 1.5× weapon power, +20% counter-attack. Hit devastatingly hard but fold fast.
Rogue automata from the Dark Age of Technology. Unfeeling machine minds that never retreat and never tire.
The most dangerous xenos threat the Imperium erased from record. Appear via campaign event deck only.
Serpentine void-dancers whose daemon blade corrupts all who encounter it. Appear via campaign event deck.
Ancient machine-collective. Coordinated machine-mind tactics and precision strikes. Appear via campaign event deck.
Mind-flaying psychic predators that bypass armor through sheer mental assault. Appear via campaign event deck.
Dark Eldar corsairs striking from ambush. High evasion, rapid assault, and devastating anti-infantry firepower.
Every NPC faction tracks aggression heat independently. When your Legion hammers a single faction too fast — multiple attacks within minutes — that faction's remaining garrisons harden immediately. This is not a global response: only the faction being hit escalates.
Frontier Hardening
25 heat
25% of remaining planets gain +1 defense level
Mass Reinforcement
60 heat
50% of remaining planets gain +1 defense level
Total War Protocol
100 heat
All remaining planets immediately reinforced
Heat decays naturally over time (~10 hours to fully cool). A 1-hour cooldown prevents immediate re-triggering after a hardening event. Coordinate your assaults across multiple factions to avoid triggering the escalation threshold on any single one.
NPC planets that reach defense level 8 or higher are designated as Strongholds — fortified positions requiring coordinated assault. Three tiers exist based on defense level:
Outpost
L8
1 wave
24h respawn
+2 loot levels
Fortress
L10
2 waves (75%)
36h respawn
+3 loot levels
Citadel
L12
2 waves (100%)
48h respawn
Guaranteed artifact
After conquest, Strongholds regenerate — the NPC reclaims the planet when the cooldown expires. Use the Rally system to coordinate your Legion for a multi-fleet assault.
Deterministic mathematical simulation — no RNG surprises. The same force meets the same defender and gets the same result. Plan accordingly.
Void Phase
Fleets clash in orbit. Void ships and fighters engage. Losing the void phase means your ground forces take insertion losses before landing.
Orbital Bombardment
If void supremacy is achieved, artillery bombards the surface before the ground assault begins, weakening defender HP.
Ground Phase
Infantry, vehicles, and titans clash on the surface. Unit categories have mutual counters — combined arms wins.
Leader Duel
Your Company Captain challenges the NPC warlord before the ground phase. Victory removes their army buff and awards a unique trophy.
Skirmish
Quick 5-round probe. Survivors retreat on loss. Good for scouting.
Conquest
Fight until 50% casualties. Standard stance for taking planets.
Do or Die
Fight to total eradication. No retreat. Maximum risk and reward.
Void Strike
Void combat only — no ground deployment. Clear enemy ships.
Steel Rain
Drop pod assault — deploy troops at round 0 with impact damage.
Void Siege
Orbit and bombard over time before launching a ground assault.
Three cargo systems govern how your forces reach the battlefield:
Warship Cargo → Drop Pods: Escort, cruiser, and capital ships use 50% of their cargo for Steel Rain orbital insertion. Troops crash-land at Round 0 with impact damage.
Troop Capacity → Wave Deployment: Atmospheric transports (Thunderhawk, Storm Eagle, Stormbird) carry ground forces to the surface in waves. Before void supremacy, deployment is limited by transport capacity and each wave faces AA fire. After void supremacy, all troops deploy instantly with no losses.
Ground Capacity → Infantry Shields: APCs like the Rhino distribute shield points to nearby infantry during ground combat — a passive defensive bonus.
Mark any fleet dispatch as a Rally and your faction-mates can send their own fleets to join. All arriving fleets within a 2-hour assembly window combine into a single assault force. Each participant receives independent loot rolls — no winner-takes-all. Perfect for Stronghold assaults that no single Commander can handle alone.
Create an Attack Plan targeting any NPC world and set a minimum fleet strength threshold. Other players pledge fleets at their own pace — no time pressure. When the combined force is ready, the plan creator launches all pledged fleets simultaneously. Plans that have been assembling for 3+ hours unlock Rapid Dispatch — drastically reduced travel time for the entire strike force.
Deploy fleets to sectors with unclaimed planets to intercept NPC expansion. Garrisoned fleets automatically engage NPC colonization fleets before they can establish new footholds, blocking enemy territorial growth. Note: sector garrisons intercept expansion fleets only — they do not engage NPC invasion fleets targeting player planets.
When NPC forces conquer one of your planets, buildings take real damage — losing 25% of their levels. Reconquering the planet returns it with its garrison intact but at reduced infrastructure. Defenders who fight back earn salvage loot based on losses inflicted, even in defeat — every battle matters. Planets reconquered from NPC forces retain stronger garrisons from the invasion survivors.
Some encounters restrict which units can participate. Space Hulk exploration limits you to infantry and walkers. Toxic wastelands require sealed vehicles. Atmospheric disruptions ground all flyers. Ion storms disable fighters in void combat. Units that can't participate return home safely — no retreat penalty for being the wrong type.
Company Captain
Levels 1-20 through combat. Choose a background (Techmarine, Chaplain, Veteran, Apothecary, Librarian, Standard Bearer) that unlocks unique duel abilities. At Level 5, specialize as Void Commander (flagship), Ground Commander (duels), or Logistician (economy). Equipment from 6 slots affects both combat and duels.
Company Champion
A second hero focused on one-on-one combat. 10 unique talents across 3 tiers including Parry, Nemesis Hunter, and Executioner. Deploy alongside your Captain for chained duels — first hero weakens the enemy, second finishes the job.
NPC Leaders
100+ unique leaders per faction with archetype-specific duel traits. Ork Warbosses hit hard, Aeldari Farseers dodge and bypass shields, Necron Lords regenerate. Defeating a leader removes their army buff and earns a trophy.
Captain's Flagship
Build and upgrade a personal Flagship at the Forge. 5 hull tiers from Hunter-Class Destroyer to Battle Barge. Your Flagship fights as part of your void fleet with unique stats.
Each galaxy runs a 10-event campaign storyline. Events chain automatically as players progress — no artificial time gates.
Ork WAAAGH!
Face the Ork menace with Rok bombardments, Warboss challenges, and massive WAAAGH! waves.
Aeldari-Daemon
The original storyline. Alien empires resist the Great Crusade, culminating in a daemonic warp rift event.
Dark Compliance
Not all threats are alien. Maintain compliance across human worlds that resist Imperial rule.
Necron Awakening
Ancient machines stir beneath dead worlds. Seal the tombs before the dynasties fully awaken.
Rangdan Xenocide
Face the most dangerous xenos threat the Imperium ever encountered. Assimilation mechanics and redacted records.
Laer Corruption
A daemon blade corrupts all who wield it. Server-wide corruption meter rises with each battle.
Khrave Overmind
Mind-controlling xenos threaten civilian populations. Liberate worlds before casualties mount.
Hrud Migration
Time-warping creatures that age everything around them. Temporal mechanics and entropy effects.
All units are recruited from buildings on your planets. The full roster is viewable in-game under Unit Overview. Below are key categories and notable entries for Beta-1.
The backbone of any Astartes Company. All four variants unlock at Barracks Lv 1 and share identical base stats (WP 6 · S 10 · HP 40). Choose your loadout based on what you're fighting.
Standard
General purpose. Excels against enemy foot troops and light infantry formations.
Missile Launcher
Rapid Fire vs fighters and bombers. The primary answer to enemy air superiority.
Melta Gun
Rapid Fire vs heavy NPC walkers and destroyers. Melts through chitin and metal alike.
Flamer
Dual bonus vs swarm-tagged enemies (Gretchin, Squigs, Scarab Swarms, Megarachnid Swarmlings & Drones, Spore Mines, Rak'Gol Broodlings, Hrud Thralls) and standard infantry.
Human auxiliaries that supplement Legion forces. The Veletaris Storm Section and Lasrifle Section are general-purpose line troops with no special targeting advantage — their value is in bulk recruitment volume and cost efficiency, not specialist bonuses. The Auxilia Ogryn Charonite carries a Void-only boarding bonus for void-phase engagements.
Word Bearers Legion bonus: +50% effectiveness for all Solar Auxilia units.
Elite Infantry
Terminators, Veterans, Breachers
Fast Attack
Bikes, Jump Packs, Destroyers
Walkers
Dreadnoughts, Contemptors
Vehicles
Rhinos, Predators, Land Raiders
Super-Heavy
Fellblades, Spartans, Baneblades
Void Ships
Escorts, Cruisers, Capital Ships
See the full roster with stats, requirements, and availability in-game under Unit Overview. Green requirements are met, red must be built first.
16 planet classifications, each with distinct resource profiles, production modifiers, building constraints, and strategic value. What you colonize shapes your entire economy.
A stable, habitable world. The backbone of the Imperium.
Fertile lands optimized for gene-seed cultivation and food production.
Teeming megacities supply endless manpower, but gene-seed purity suffers in the crush.
A general-purpose resource extraction world with broad production bonuses.
Continent-spanning manufactoria accelerate construction but demand enormous power. Capital ships build 10% faster here.
A world of guns and bunkers. Formidable to attack but poor in resources.
A world dedicated to scientific endeavour and technological advancement.
A frozen world where geothermal energy flows freely beneath the permafrost.
A world of endless seas. Difficult to develop, but a natural fortress.
An atmospheric giant. Promethium extraction is off the charts, but minerals are unreachable.
A hostile world that forges warriors in its brutal conditions. Elite soldiers forged by hostile conditions.
The sacred origin world of a Space Marine Legion. A place of pride and strength.
NPC stronghold. Reverts to colonizable type when conquered.
Lifeless remnant. Map decoration only.
Warp incursion. Spawns daemon fleets. Unconquerable.
Mobile Aeldari raid boss. Requires coordinated assault.
Production is calculated lazily — resources accumulate while you are offline and are granted when you next load the game. Energy deficits multiply all production downward, so managing power infrastructure is essential.
One-shot research tree with branching paths, choice locks (pick one, lose the other), and repeatable APEX capstones. Covers war economy, military doctrine, fleet operations, defensive infrastructure, and faction-specific technologies.
Establish resource sharing with faction-mates. Rates update hourly.
Three NPC traders (AdMech, Rogue Trader, Imperial Worlds) with dynamic pricing. Player-to-player P2P marketplace.
Salvage NPC loot for forge materials. Craft, upgrade, and repair Captain equipment.
Win Condition
The campaign ends when players have brought enough of the galaxy into Imperial Compliance. Each conquered planet counts toward the victory threshold — coordinate with all Legions to push the frontier.
Legion Orders
Each Legion has 5 chapters of story-driven military orders — 90 total across all Legions. Complete objectives (planets conquered, battles won, research, events) to unlock chapter rewards and narrative progression.
Server Events
Periodic server events threaten the entire sector. Contribute fleets and resources to hold the line. Multi-faction cooperation unlocks milestone rewards that benefit everyone permanently.
Standing Orders
8 daily tasks from a 19-task pool. Complete tiers to earn resources, items, and permanent buffs. Login streak bonuses (up to 3×) reward consistent commanders. A catch-up bonus gives newer players higher streak multipliers to close the gap.
Crusade Citations
One-time achievements across 6 categories — combat, economy, research, exploration, social, and legendary. Each grants permanent production or combat buffs. Chapter-gated so early game doesn't feel overwhelmed.
Community Goals
Server-wide cumulative goals (hull destroyed, planets conquered, research points spent). When thresholds are crossed, all players receive permanent faction-wide bonuses.
Every Commander has a Company Captain — a named hero unit that grows with you across the campaign. Captains fight in every engagement, duel NPC warlords before battle, and gain XP from all combat outcomes.
59 Talents
7 talent branches — offensive, defensive, strategic, void commander, ground commander, enemy-slayer, and a unique faction talent per Legion.
Path Choice at Level 5
Void Commander (fleet buffs, ship combat) or Ground Commander (melee, boarding, siege). Irreversible. Choose your doctrine early.
6 Equipment Slots
Weapon, armor, helm, shield, relic, augmetic. Five rarities from Common to Legendary. Craft and upgrade via the Forge.
Choose your strategic role. Vanguard commanders lead the offensive. Bulwark commanders hold the line.
Vanguard — Offensive Doctrine
The default doctrine. No penalties, no restrictions. Standard aggressive playstyle focused on conquest and expansion. Build the Expeditionary Relay for passive efficiency buffs: fleet speed, salvage recovery, bombardment power, and recruitment speed.
Bulwark — Defensive Doctrine
Opt-in. Trade -25% Weapon Power on solo offensive attacks for scaling defensive bonuses. Earn Entrenchment Stacks (1 per 12h, max 5) for up to +25% resource production, +30% garrison defense, and -12.5% garrison build costs. Build the Expeditionary Relay to generate a free support fleet that can be pledged to allied rallies.
Expeditionary Relay
6-level building with doctrine-dependent behavior. Bulwark: generates support fleets for allied rallies. Vanguard: passive efficiency buffs (fleet speed, bombardment, salvage). Building levels preserved across doctrine switches.
Training Regimens
Captains and Champions stationed at base earn passive XP over time. Keeps defensive players' heroes viable without constant combat. Modest XP — supplements active play, doesn't replace it.
NPC Faction Heat
NPC factions harden their defenses when attacked too aggressively. Three escalation tiers (25/60/100 heat) trigger garrison level boosts on remaining planets. Heat decays over ~10 hours. Spread your attacks across factions to avoid triggering a defensive surge.
Global channel, private Legion channel, and Direct Messages. Real-time with polling.
Four categories: general discussion, strategy, roleplay, and bug reports. Threaded.
Auto-generated military communiqués — conquest announcements, battle results, chapter completions, NPC expansion warnings.
Persistent event history with category filters and unread badges. Never miss a battle result or chapter reward.
Reference for all stat abbreviations and mechanics shown in the Unit Overview and combat reports.
Raw damage output per attack. Compared against the target's Shield and HP to determine casualties. Higher WP kills more enemies per round.
Damage absorption layer. Incoming attacks are reduced by the target's Shield value before affecting Hull Points. A unit with S 0 has no shield — all damage goes straight to HP.
Total durability. A unit is destroyed when HP reaches 0. Higher HP makes units harder to eliminate even when shields are stripped.
Special targeting bonuses displayed as colored badges on each unit card. A unit with a combat tag deals +30% damage against enemies of that category.
Tags are additive — a unit with two tags gets the bonus against both target types.
Units with Rapid Fire bonuses fire cascading follow-up volleys against targets they're effective against. Each follow-up volley is smaller than the last, diminishing until it reaches zero. A natural variance roll on the first follow-up means no two fights play out exactly the same.
RF resolves in three tiers of priority: unit-specific (bonus vs exact enemy types), faction-scoped (bonus vs a specific faction's unit category), and category-wide (bonus vs any faction's infantry, fighters, etc.). The highest-priority match is used. Legion bonuses, research, and captain talents all increase effective RF values, stacking with combat tag bonuses for devastating combined arms.
Some units are restricted to specific target categories. They can only fire at enemies that match their rule.
Units with no engagement rule listed can fire at any target.
Bulk is the fleet transport capacity consumed per unit. Each fleet has a finite cargo capacity provided by transport ships. A heavy tank with Bulk 8 occupies 8× the space of an infantry squad with Bulk 1.
Units with Bulk 0 and Cargo > 0 are transport ships — they provide capacity for other units rather than consuming it. You need transports in your fleet to move bulk units through the void.
Every unit operates in one or both combat layers:
Sending only ground units against a heavily defended orbit means they take insertion losses before the ground phase begins. Bring void support.