“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.”
Phases-
Build phase-
You can use points from production
and reinforcement to build new or supplement current Armies.
Move phase-
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.
Production Phase-
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.
Movement-
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.
Movement
Resolution-
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.
Battles –
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.
Army Composition-
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.
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