Battle for Bevins World

A Map of Bevin's World

The Gemini system in Segmentum Obscurum harbours only a single valuable planet. Named Bevins Planet after the Dark Age explorer that discovered it, it has been a normal Imperium world for millenia, with only a single civil war to mar its record of peacefulness. Recently, however, concern has risen over increased Warp fluctuations in the nearby Immaterium.

The Imperial Guard starts in possession of the planet, with 6 garrison battleforces holding key cities.

In M41.008.01, the skies split open, and warfleets descended on the hapless planet. 

The Warp Fluctuations has critically weakened the boundary to the immaterium, both on the planet and in system space.  A few nearby warbands of Chaos have sensed the fractures, and launch attacks on the cities of Bevins World to conduct a Dark Ritual to create a full-fledged Warp Rift.

An Explorator class starship of the Tau Empire, enroute to a young colony world, was damaged and flung out of course by the fluctuations.  Its skip drive is badly damaged, and the only hope for the colonists aboard is to establish a viable colony on Bevins Planet.  For the Greater Good, the humans currently occupying the colony lands must relocate.

The Eldar Seer Councils predicts that the conflict on Bevins Planet may weaken all of their enemies at once, as they tear at each other.  It only requires a little nudge here and there to keep the kettle going...  The Invisible Hand of the Eldar must therefore exert the slightest of pressure, at just the right time and place.

The first, short-lived, Warp fracture happened in deep space, and disgorged an Ork-infested Space Hulk.  Slowly coming out of their cold sleep, the Orks onboard realized to their dismay that they were nowhere near the Armageddon sector - but then they realized that there was an entire industrialized planet empty (of Orks) for the taking beneath them, and Waagh Wazzup!? rose to do plunder.

When Hive Fleet Kraken shattered against the might of the Imperium, countless splinters were lost - some dead in space, some still viable and dangerous.  They are numbered as they are detected, emerging near inhabited systems.  The splinter named Kraken-617 is very much viable, and fully capable of destroying the biosphere of Bevins Planet entirely.

In ancient caverns, the fluctuations stirred an equally ancient alarm system.  The makers meant for it to detect their erstwhile enemies, but the sensors could not differentiate between a Warp fluctuation and the arrival of Eldar Gods of War.  The sensors erred on the side of caution, and the Necron Grave Guard stirred from its slumber, realizing that it had slept far longer than anticipated, but also that the world was once again ripe for Harvesting.

Enemies of Man each start with several initial battleforces, and enough action points to make initial assaults during the first week of play.

The Astropaths of the garrison forces sent out immediate distress calls, and the Adeptus Terra responded immediately:  A Crusade of Redemption was launched, and several chapters of Adeptus Astartes responded to the call as well.

Space Marines, Daemon Hunters and Witch Hunter armies start with a few action points to create the reaction battleforces.

Duration

The campaign runs over 12 weeks.

Battleforces and Missions

Since we have new players, I propose we play with escalating point limits:

Normal battleforce and battle sizes (3000 points, (3D6+2)*100 points) will be used - we have enough new special rules to keep track of without the added confusion.

Victory Points

I want a greater proportion of VPs to come from Battles than in the last campaign, so the battle VP awards have been increased:

Draw: 8 VP
Solid Victory: 16 VP
Crushing Victory: 24 VP
Victorious Slaughter: 32 VP

Normal weekly territory VPs are the same as last:

Node: 1 VP
Node with resource: +1 VP (there are no resource nodes on this map, though, so that's irrelevant)
Node with City: +2 VP

Teams

Players may, on entering the game, join a team.  The following teams are available:

Players on a team cannot score victory points against each other (all battles are resolved randomly), and share all victory points scored by the team. Battleforces may retreat to empty nodes held by team members. 

If a player does not join a team, enter some army fluff describing why the army is not part of the overall faction.

The Dark Eldar players may never form or join teams.

Special Rules

Imperial Guard

The Imperial Guard on Bevin's World is a Garrison Force: It is not very mobile, but it already has possession of the valuable locations.

Has 30 AP at start, and get 6 free city deployments (so the 30 AP should be spent on 6 initial battleforces!) If there are more than one IG player, the 6 free deployments are split equally, rounding up.
Move, Expand costs 6 AP
Redeploy costs 4 AP
The Imperial Guard may raise citizen levies: Deploy new units to any Friendly City

Enemies of Man (Eldar, Dark Eldar, Ork, Tau, Tyranids, Necrons)

The Enemies of Man form the initial Assault.

100 AP at start

Defenders of Man (Space Marines, Daemonhunters, Witchhunters)

The Reaction forces.

20 AP at start

Space Marines

Space Marines are highly mobile, and their battleforces has innate space capability.

Move costs 4 AP
Redeploy costs 1 AP
Space Marines may Retreat to Orbit (on a 3+ roll), and may always move to Orbit.

Daemonhunters, Witchhunters

The Crusader battleforces are utterly dedicated to the liberation of Bevin's World, and are fanatical in their pursuit of the annihilation of the enemies of Man.  They care nought for conquest, only for the extinction of Xenos and Chaos.

Draw: 0 VP
Crushing Victory: 30 VP
Victorious Slaughter: 48 VP
Daemonhunters and Witchhunters score 0 VP for nodes.

Chaos

Thriving on death and destruction, the minions of the Dark Gods will see Bevins World in flames and ruin, or die trying.

Chaos Space Marines score 2 VP for destroying a City.  In addition, an Undeployed Chaos battleforce (if any) immediately deploys to the node of the destroyed city.
Victorious Slaughter: 40 VP

Eldar

The Eldar forces are few, and seem to be in pursuit of some elusive objective quite separate from the battle at hand.

New Battleforce costs 14 AP
Move costs 4 AP
Redeploy costs 1 AP
Mysterious Purpose: Every week, a node (not already Eldar controlled) is chosen at random as the Mysterious Purpose; If that node is controlled by Eldar at the end of the week, they score 12 VP.
Eldar may Retreat to Orbit (on a 5+ roll) and may always Move to Orbit.

Dark Eldar

The Dark Eldar raiders are also few, and their motives is purely the capture of slaves to drag back to Commorragh.

New Battleforce costs 14 AP
Dark Eldar may Retreat to Warp (on a 4+ roll), may Move to and from Warp to any ground node (on a 4+ roll).
Dark Eldar score 0 VPs for nodes, 0 VPs for resources and 5 VP for cities.
Dark Eldar may never Move to Orbit.

Ork

The Ork Waagh that crashed to ground on Bevin's World seem a bit lost, an offshoot from a larger Great Waagh.  But the Boyz on the ground take to battle with proper Orky enthusiasm.

Any battle, win, lose or randomly resolved: +2 VP

Tau

The spearhead of the Fourth Wave have no interest in human settlements, and would prefer to establish a quiet, out-of-the-way colony to keep the colonists alive while their starship is repaired (or until reinforcements arrive).

Tau score -1 VP for cities (combined with the 1 VP for the node, a net 0 VP for holding a human city).
Tau may not destroy cities.
Move and expand control costs 4 AP
Redeploy costs 1 AP

Tyranids

The splinter fleet drifting into Gemini space is small, as Tyranid Incursions go, but from the perspective of a single planet, it is still an Endless Swarm.

Deploy costs 2 AP
Tyranids automatically destroy installations (and implicitly never score for resources or cities).
Tyranids score 2 VP for destroying a Resource, and 4 VP for destroying a City.
Tyranids may never Move to Orbit

Necrons

The increased Warp activity in the local region of space seems to have awakened something that has slept in the dark depths of Bevin's planet since before life developed.

Necrons may Deploy to uncontrolled ground nodes
Necrons score 0 VP for cities.
Necrons score 8 VP for destroying a City.