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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.
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.
The campaign runs over 12 weeks.
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.
I want a greater proportion of VPs to come from Battles than in the
last campaign, so the battle VP awards have been increased:
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
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.
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.100 AP at start
20 AP at start
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.
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.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 APThe Dark Eldar raiders are also few, and their motives is purely the capture of slaves to drag back to Commorragh.
New Battleforce costs 14 APThe 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.
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).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 APThe 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.