Eye of Terror Campaign - Factions: It emerged that the players had got organised. The forces of Disorder had formed several factions advised by strategists from different think tanks, most notably the Triad and the Planet Killer group. Repeated efforts by the forces of Order to form a coherent strategy failed to get the same results. Until the last weeks of the campaign the forces of Order stayed one jump behind and unable to respond to the spreading tide of Disorder. To Games Workshop's delight the Tyranids and Orks each worked as discrete factions and hammered at their own chosen targets, Belis Corona and Scarus.A side effect of this was that the Tau were left to their own devices and expanded steadily through the whole campaign. Some within Games Workshop had believed that doing battle with the Tau would absorb more of the Ork and Tyranid players' attentions during a campaign mostly about the Imperium and Eldar against Chaos. Likewise, the Dark Eldar, Dark Angels and even individual Chaos legions worked together for common goals, often pursuing their own agenda in defiance of any overall plan. It was a joy to behold.All too quickly the end was in sight. With two weeks to go the forces of Order finally gained some cohesion and started fighting back more effectively. Whereas many of the Imperium's victories had been used to maintain their superiority on a sector and system level, they were getting murdered on the planets. With a united command structure they managed to pull back from the brink and stop the continual erosion of their positions they had suffered for weeks.At the last the combined efforts of the forces of Order kept Abaddon from his ultimate goal of controlling the Cadian System but, in the process, the Cadian Gate had been ravaged. Many bastions had fallen to the forces of Chaos and may never be recovered. The warp storms surrounding the Eye have expanded to engulf whole systems. The fighting on others could continue for decades to come. With the worlds captured the forces of Disorder are now positioned to launch attacks into more Imperial worlds. The Cadian Gate may not be open to the forces of Chaos, but their minions are over the walls in unprecedented numbers.The campaign has been massive in scale and a wonderful example of what can be achieved today. Less than a decade earlier, Jervis Johnson ran Ichar IV, Games Workshop's first mega-campaign which used results from across the globe to determine its results. The Eye of Terror set a new record for sheer "bigness" and, as with its predecessors, would form a cornerstone of the background of the Warhammer 40,000 universe in the years to come. For all those who have taken part and made it possible Games Workshop extended both heartfelt gratitude and congratulations on making something so truly gargantuan possible.A Campaign Codex for the 3rd Edition of the Warhammer 40,000 tabletop game was released by Games Workshop, containing background information on the Eye of Terror and the events leading up to the 13th Black Crusade. Four new supplemental army lists were presented; the Space Wolves Thirteenth Company, the Cadian Shock Troops, the Lost and the Damned, and the Craftworld Ulthwé Strike Force. The Codex also marked the first appearance of Ursarkar E. Creed as a playable special character.