+++ 4 850 995 M41 +++ //The Gothic Sector//
It was in this year that the Warp Storm around Fallon's Reach cleared, and an insigificant crusade was added to the annals of Imperial History. Twenty thousand years previous, the system of Fallon's Reach was reclaimed by the Imperium, during the golden Age of Man. Eight planets, all rich in resources, contributed a hefty tithe to the Imperium for thousands of years. Men, machines. Food and technology.
And then, Heresy.
Ten thousand years before now, the system become a piviotal point. War came to Fallon's Reach. Brother against Brother. Chaos against Iron Hands. Guard slaughtering Guard.
And then, a moment. Something occured, something hideous. The system erupted with the foul energies of the Immaterium. Warpstorms erupted throughout the system, destroying planets, changing orbits, scouring atmospheres.
Fallon's Reach was cut off from the galaxy. Mostly.
For a hundred years, the Tau have traded with the system. Their technology, unaffected by the Warp, sees the system as reachable. And, for the Greater Good, the system known to this race as
Sh'al'tri has been very, very profitable.
Now.
The storms end. Psychic beacons lance outwards once more, reaching known space. Pyskers relay contacts. Forces mobilize, within and without.
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Dark malevolence reacquires a focus.
A grey strike cruiser alters course.
A clan of iron returns to their past.
The greater good prepares.
A system's defenders begin to pray.
...and something...hungers.
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"Magos, it is my grim duty to inform you that the initial reports on the re-opening of Fallon's Reach are...disturbing."
Fallon's Reach was a Class One star system, orbiting a habital G-Series stellar body, with no known fluctations. At the time contact was lost due to a sudden, and powerful, immaterium flux there were eight planets in the system.
Stellae Gistium - G-Series stellar body.
Abeti - Rocky dwarf, various sub-surface mining installations.
Spindle - Rocky dwarf, oblong, Imperial Fleet Main Garrison.
Vanholme - Agri World.
Fieldsveld - Agri World.
Luminos - Gas Giant, 33 moons and moonlets. Various refining and mining stations, Fleet Repair Base.
Tiara - Ice World, Hive World.
Seven - Rocky world, large promethium deposits, facilities.
Distaff - Rocky dwarf, Imperial Research Facility.
Initial reports sent back, and cross-referenced to each other, indicate the following changes, including how the local populace refers to various system bodies.
Stellae Gistium - G-Series stellar body.
Scorch - Rocky dwarf, abandoned. Scans indicate a large section of the planet was blown outwards, forming a small asteroid ring trailing the planet.
The Spindle - The Imperial Fleet base is referred to as Grave's End.
Vanholme - Agri World, mostly undamaged. Inhabited, appears to be Imperial-friendly.
Sorrow - Deathworld, Ash wastes. Inhabited, unknown populace.
Luminos - Gas giant, 27 moons and moonlets. Unknown how many of the previous facilities are operable.
The Churn - Asteroid belt.
Seven - Abandoned, possible that promethium facilities are to some extent intact.
Note that the eighth body appears to be no longer present.
The worlds of Vanholme and Sorrow now share a nearly identical orbit. Once every 428 Imperial Standard days, the planets come close enough to each other to allow ships that could normally not escape the gravity well to 'flip flop' between the two planets. Additionally, long-ranged munitions are fired from Sorrow to Vanholme, to assist in raiding parties. The shared orbit, along with the accompanying gravitic disruptions and raiding parties, lasts approximately two weeks.
It is simply a matter of time before these two planets collide.
Scouts report a Tau presence, perhaps facilitied by their non-warp FTL technology, as well as psychic activity. The activity indicates both Chaotic influence and aTyranid Screamer-Beacon.
"Magos, I suggest we initiate a full investigation of the system."
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Every session will generate a number of Strategic Points (
SP's) for anyone who shows up, as well as people who go 'above and beyond'. Whomever has the most
SP's at the end of the campaign (end of 2015) will be declared the winner, and be given space dudes, space dudettes, credits, money, fame, and glory*.
SPs are represented by actual tokens, which YOU must keep track of! If you show up to the Day of Reckoning without your SPs, then someone else takes the trophy.
SPs represent your status, victories, defeats, interesting things can happen to generate these. You can also use them to bring more attention to your crusade...
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Here is how you earn
SP's.
You can earn each of these multiple times per session:
(1) Winning a game.
(.5) Losing a game.
You can earn each one of these once per session:
(1) Showing up! Yup. Just be there and be social.
(1) Bringing a newly painted unit, that was NOT painted as of the last session. No cheaty-cheaty painting 5 units and bringing one at a time.
(1) Loaning an army to a new player, and helping them learn the game.
(1) Writing an after action report/battle report.
(1) Uploading photos of the action to this group!
You can earn each one of these once, EVER:
(3) Bringing a full set of six NUMBERED objective markers, themed to your army. It is a good idea to work the numbers into the objectives, instead of just painting the base, etc. You should use the Terminator-sized 30mm bases (or the new 32mm ones, whichever).
(1) Bring crazy enough to make a wrecked version of a vehicle you play. This should be an actual model, wrecked, as opposed to a crater with some bits in it.
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Additionally, you can SPEND those precious
SP's:
(1) Use a "Named" character in your army list. This goes into effect starting with session #3.
(10) Use a "Lord of War" in your army list. This is outside of "Apocalypse" games.
(??) Take advantage of a scenario perk. this could be allowing units to deep strike, or gain special abilities.
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More
SP spending options may appear, as the campaign progresses!
Additionally, SPs that are 'risked' as part of gaining an advantage on the tabletop can be LOST, or even transferred to your opponent! Wagering SPs can bring great advantages...and terrible despair.
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HOUSE RULES
Here will be a list of all house rules accepted into the campaign. House rules are design to facilitate friendly play.
Do not bring super optimized lists.
Anyone who is NOT HAVING FUN may concede the match. We are here to enjoy ourselves, and have fun.
Any units with smoke launchers may activate them during setup. If the player ends up going first, well, that's the risk you took.
There is no way to know all the rules. If there is a question that can't be answered in 5 minutes, use the
D6 roll off method to continue the game, and then figure it out afterward.
A "Named Character" is a Special Character from a Codex who is a unique unit. An example would be Brother Captain Stern, or Commissar Yarrick.
Named Characters who "die" in a game may not be used again until after the NEXT session. Heroes never die, they just lick their wounds, and grumble a lot.
Named Characters who "die" in a game are worth DOUBLE victory points, where appropriate. For example, "Slay the Warlord" on a Named Character would grant 2
VPs.
Unbound lists ARE allowed, but you should use them to create interesting, fluffy, narrative-driven forces. Not cheese. Keep your cheese in the refrigerator at home.
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*None of these, except perhaps glory, are actually achieved by winning.