“The warpstorm surrounding the Eye of Terror has swirled into an interesting pattern, Inquisitor.” The Navigator Timon spoke nervously to Mathias Queghorn, whose reputation for suffering fools proceeded him.
“Explain youself.” Snapped Queghorn, irritation plain on his face.
“Patterns in the storm indicate access to the wormhole leading to the Bifrost System, lost to us in antiquity.” The Navigator’s monotone reply hid a quaking fear of the inquisitor, who could not care less. Queghorn turned to his imperial scribe, Quinta, who never seemed to leave his side. “What do you have for me on the system?” She immediately launched into her recall voice, dredging from memory without consulting the dataplaque. “Bifrost is home to 7 planets, 5 of which are habitable and have been colonized since the 20th Millennium. The planet closest to Bifrost, the local star, is called Tyr. It is a gas giant with 5 gas pumping stations, quite useful for refueling ships and Vehicles. The next planet is Bitor, at the edge of the habitable zone, and it had several manufatoroums built before contatct was lost. The third planet, Baldor, is an agriworld, Next in line is the Governors’ Planet, Odin, a standard imperial bastion. Fifth in line is the hiveworld Loki, home to several notorious gangs and home planet of the 172nd company of the Imperial Army. After Loki, Freya, another Agriworld is the sixth planet. The outermost planet in the system, Norn, is the ice planet. There were some rumors the Necrons had some sort of installation on Norn. There are also legends of psychic oddities on that planet, as inhospitable as it is. There is also a Kuiper belt of Proethium rich asteroids.”
“What do you instruments tell you about the system now, Timon? Have there been major changes?” Queghorn spat as he turned on the Navigator. A faint smell of urine crept into the air, already musty with machine oil and incense.
“Inquisitor, the, the, the instruments indicate a space hulk has also recently entered the system. It looks to be infected with some of the vile alien tyranids.” The navigator almost whimpered.
“Quinta, help me understand why I care about this system? It seems to be a backwater and relatively worthless. The length of time of separation will doubtless have led the descendants to have issues with other races and perhaps led to heresy as well.”
“Sir, the length of time is also a value for the empire as well. The manufactorums there had STC technology. The Promethium mines of the asteroid belt are a resource not to be ignored. There may be lost souls in need of redemption. The possibility of discovering ancients secrets of the Machine Cult exists. Lastly, several other races have taken an interest in the system. “
“That tears it. We must get there first and take what is to be found. Call our available forces. We are off to Bifrost.”
You can use points from production and reinforcement to build new or supplement current Armies.
You may move Armies as indicated below.
Move Results phase-
All battles to be fought will be handed out. The players will be responsible for arranging battles. If one player make a reasonable attempt to schedule battles with another player and the other player is obstinately unavailable, the unavailable player will have a penalty on the roll the GM makes for resolving the battle.
Whatever battles need to be fought are done so on the tabletop. Results are turned into GM.
Players who win battles either by tabletop or by GM roll are awarded control of contested zones. Experience rolls are made for advancement by GM.
All reinforcement and zone production happens now.
Production and Building-
There will be a 200 points per turn reinforcement that comes through the wormhole. Players may use these to replace models lost in battle, or to purchase new units entirely. If you are replacing models that have experience, add one point per model per experience point. There are no restrictions on the use of these points. You may carry over unused points from turn to turn.
Each control zone a player owns will contribute specific points to be added to his list. These may be specific to a type of unit, ie “zone X produces 25 points per turn of elites” or “zone y produces 50 points per turn of any type you wish”. Should you control all the zones of a planet, or the asteroid belt, or the space hulk, you may double the points produced in each zone of that area.
You may put in place defensive works, planetary defense forces, etc that can only be used in defense of a specific zone at half points cost. These forces may not gain experience.
The original forces and any reinforcements that come from the 200 points from the wormhole must use all rules for allies as written in the books. There may be some strange alliances on the other side of the wormhole after 15k years.
Each player indicates on the Army move form to what zone they are sending each Army, if it moves at all.
You may move any army from any one zone on a planet to any zone on the same planet in between fighting phases.
You may move an Army from on planet/hulk/asteroid belt to an adjacent planet/hulk/asteroid belt in between fighting phases. You may land on any zone when you arrive.
If you wish to move an Army further than an adjacent planet, it will take a fighting Phase being missed to do so. You may move anywhere in the system in that case. You may land on any zone when you arrive.
When all players have submitted movement sheets (by midnight Friday) movements will be calculated. Results will be available at the Tower on Saturday. If you don’t submit a movement sheet, you are assumed to stay in place.
If there is a hostile indigenous force in a zone you move into, you will have a battle. If two or more players occupy a zone, there will be a battle.
Each tabletop battle will come with instructions on who is the attacker and defender, and what scenario will be played. Some zones will have specific scenarios, or adjustments to normal rules.
The winner of the battle will control the zone.
Playing a tabletop game with an army will give each model in the army one experience point. We will use a table to advance models who have fought enough to advance.
We will also use the Mordhiem casualty recovery table for models, treating vehicles as characters.
Each control zone is worth 5 victory points.
Control of an entire planet, or the hulk or asteroid belt, doubles the victory points for that zone.
Fighting a battle on the table is worth 2 victory points. Winning that battle is worth 3 victory points.
If you are the underdog by at least 50% and win, double that number.
If you are the underdog by at least 50% and last on the table to turn 5, add 2 victory points.
Victory points will be awarded for sportsmanship, based on a secret ballot of the players.
No army may be smaller than 500 points.
Each army must conform to all validation tests by itself.
There may be no more than one of each named character or wargear in each player’s force. The force is all armies the player has in the Bifrost system.
For every 1500 points in an army after the first 1500, you must spend 100 points a turn in upkeep.
Each player starts with 2000 points to construct his expeditionary force. You may create as many or as few armies as you wish.
The point of this campaign is to have fun. The objective is to win. Please, try to accomplish the objective while still getting the point. You will play people you don’t normally play. You will have games and scenarios that don’t occur in the rulebook. Some days you will be the bug, and some days you will be the windshield. If you want to play a series of tournament games with the same three people, this isn’t for you. If you want something different, come sail away with us.