Wednesday, 4 October 2017

The Foramen Campaign: How it works

The campaign for the Foramen Interdictum works much like any other campaign in the society. Basically, you gain points for winning games, then can spend the points on gaining territory or building resources for your faction.

The Foramen Campaign is the battle for the control and domination of four uninhabited worlds which are critical for the control of the Foramen Interdictum, the only stable route through the Cicatrix Maledictum in the sector.

The systems of Paradorn, Tarlius, Destino and Vandrax are being assaulted by all factions in order to dominate the Foramen and prevent their enemies from gaining easy access between the two halves of the galaxy.

All factions are represented but thes are: Imperium, Alliance (Tau and Federacy), Eldar, Chaos, Necrons and Tyranids.

So how does it work?

For each win you get a number of points equal to each 500 or part points played. So a win at 1500 points gets 3 campaign points. If you massacre (wipe out). Add 1. That's the easy bit. What can you *do* with these points?

1 - Take Territory
Each system is broken into planetary systems with a number of squares. These squares represent the inherent value of the planet. Small number of squares, limited value. Large number of squares, more value. It doesn't necessarily mean the planet is smaller, just less value.

When you gain campaign points you can take any neutral square (blank squares) no matter who you played. At Paradorn however, you can already see that the forces of chaos (red), Imperium (blue) and Eldar (purple) have fought over all the neutral territory, and there are no Neutral squares left (don't worry, there are plenty of neutral squares on other worlds in the campain, only Paradorn has been fought over so far, but it is at the end of two Foramen paths!

Once all territory has been taken, you must now wrestle territory off someone else by defeating them. Therefore if you want to take the outer planet, you need to defeat the Imperium. Note that on the first planet, there is already a war between Chaos and Imperium going on.

2 - Build settlements (more territory!) - 1 per square

You can increase the value of your world by creating more squares above and below the existing "line" (some planets are already multi line. You can add one line above and one line below). The maximum expansion is one line above and one line below. This represents building of a base on the world, but it is as yet undefended!

3 - Build Forts - 3 points

For 3 points, you can turn any square into a fort. This fort turns the square into a square worth 3 points. It now takes 3 points to wrestle it off you. Also, the squares cannot be taken "behind" until the fort is overcome. This is especially important on multi level planets and if you create settlements. Up to HALF the squares on a world may be "forts".

4 - Build a spaceport - 2 per square

For 2 points a square (turning each square into a "worth" of two) you can convert a square of four squares into a spaceport, or a 3x3 square into a large spaceport. Apart from upgrading your base, this also confers benefits. If you have a spaceport in a system, you gain +1 in ALL games you win in the system. If you have a large spaceport, you gain +1 and if you lose the enemy gains one LESS point than they otherwise would. A planet can have one space port.

5 - Build Defense Lasers - 3 points

You can build up to two defence laser silos on a world. These are like forts in that they are worth 3 points, but they don't confer any defensive capability (they cost 1 to take). However, a planet must have no defence lasers on it for an enemy to conduct and invasion, and must be raided (see below).

6 - Rudimentary base - 1 point

Any square can be converted into a base. This represents various military base equipment. This costs one point and converts the square to be worth 2 points (to take). It also counts as an asset (see invasion)

7 - Conduct a raid - cost variable

You can destroy assets (such as defence lasers, which might be helpful!) of your enemy by conducting a raid. Win a raid and get points equal to or above the cost of the asset you are raiding, and you remove the asset. You do not however take the square or squares. You can "damage" a space port by destroying one or more of its squares. It is non functional until repaired.

8 - Conduct an invasion - 3/4 points

Once one faction controls all the squares on a planet *and has at least one asset* (fort, defence laser, spaceport), it cannot merely be invaded. Now an enemy must conduct an "invasion". You will need at least 3 points to create a beachhead, and it only gets you one square (though you can choose which one). That square cannot have assets in it except rudimentary base assets, but this increases the base cost of invasion to 4. Note you need to raid defence lasers first!

9 - Space station - 18 points

This costs 18 points to build. Details on this later. You need to control ALL planets in a system to build one.

 - Ask me any questions! Advanced campaign rules will be coming, showing how these rules are actually applicable ACROSS the sector and in all campaigns.


Note, you can use your points in any feasible way on ONE planet at a time. You can't use it across worlds, not even in the same system from one battle.


Saturday, 21 May 2011

Wednesday, 21 April 2010

They will wake the one who sleeps

They will wake the one who sleeps

It just didn't make any sense. Inquisitor Huron sighed heavily as he began reading through his log for the fifth time in the last hour. The dim light in the stark and spartan cabin of the Imperial cruiser Black Prince wasn't helping much either. Besides, he should really be investigating the Claws of Lorek and their ambitions, not this.

Huron had been travelling with Admiral Dreyer's fleet for over a month, heading into the Perseus Deeps and joining the crusade against chaos instigated by General Veers. The Inquisitor lord had an interest in crushing the heretics, and knew very well the consequences that would follow were the forces of chaos to unite under one banner. It was not however chaos which brought him into the dark places of the galaxy, far from the light of Imperial civilisation. No. It was much worse.

First, there was the prophecy. Written in an old language few loremasters of the 41st millenium had any knowledge of, Huron had managed to get it translated. Not that well apparently, as the grammar made for poor reading:

When chaos reigns in the Deeps,
they will wake the one who sleeps.
His metal ghosts will walk abroad,
and put his cattle to the sword.
They will sate his greatest need,
upon all races will they feed!

So far Huron had managed to piece together much of the meaning with reference to old and somewhat heretical scripts, as well as some of xenos origin. What he did know was that the Perseus Deeps were old. Millennia ago the density wave which formed the spiral arms of the galaxy had passed through this area of space, invigorating star formation and creating the ideal conditions for the growth of life and civilisation. Gone were those days. The larger, brighter stars had long since flickered and died or obliterated themselves in dramatic supernovae. All that remained were the long lived red dwarf stars and an all pervasive cloud of dust and gas. Out here days were dim and nights black as obsidian, distant younger stars glittering in the night sky of long dead worlds testament to their former glory. The spiral had moved on, and the civilisations which had once populated the Perseus Deeps were nought but ash...

Or so the Imperial texts explained. Now mankind laid claim to the stars and those dead worlds between the spiral arms were of no consequence. Poor in resources and of little strategic value, worlds in the Deeps were now home to bandits, raiders and the heretical outcasts of the Imperium. Orks of course were an ever present danger and other races also made their home here, but so long as the Imperium stood watch, there was no need to venture far into the Deeps, there was no threat.

If the forces of chaos had not begun to muster their armies and fleets here, Inquisitor Huron would not have been interested when the small world of Gamador and its meagre colonial population had stopped all communication. Local folk tales of an enslaving army of metal warriors would have gone unheeded. But Huron was here, and although no member of the Ordo Xenos, he had heard these stories before.

Necrons. That could be the only explanation. That much made sense. When the ancient race of the Necrontyr was at its height, they must have had a presence in the Deeps at a time when its stars were young and bright. Perhaps some remnant of that once great civilisation lived on. Perhaps they were just old folk tales. Huron could have let it go, he had far more pressing matters, but then the news from Malius arrived.

Huron had sent a spy ship, a cloaked vessel utilising arcane technology that only an Inquisitor lord knew how to obtain, to monitor the movements of the Claws of Lorek, the thrice damned traitors who were trying to unite chaos where the Imperium's hold was weak. His vessel had tracked the traitors to Malius but then lost contact. Something had happened. At great risk a small team ventured to the surface but found nothing except the signs of battle. Until the third day. The Adeptus Mechanicus agent Huron had sent identified a strange repeating digital signal from deep under the planet's crust, and with each passing day the signal increased in intensity. Placing an automated relay on the surface, the team had left.

Worrying signs. Huron rubbed his tired eyes and once again read his notes and was stumped by the prophecy. The one who sleeps. The rest of the prophecy was, once translated, painfully unsubtle, and it was coming to pass. The traitorous and foolish heretics had awoken the Necrons on Malius and it appeared Gamador had also awoken. Huron's scouting force to that world had barely escaped and the Inquisitor had lost a whole company of the Imperial Guard regiment he had requisitioned for the Veer's crusade, something that irritated him even more.

The one who sleeps.
Who or what could that mean?

Knocking interrupted Huron's concentration. By the second knock he realised there was someone at the door.

"Come", Huron said, looking up as the pallid face of his scribe, Tyhrmenius poked round the cabin entrance.

"Lord, there is more news."

Tyhrmenius was clearly agitated, and Huron beckoned him in.

"Tell me", Huron's voice stern but calm.

Tyhrmenius rushed in, moving to the room's lectern which housed the holographic display. After several seconds of urgent fiddling the holograph lit up, presenting both men with a three dimensional schematic of the Perseus Deeps. Five systems were flashing.

"See my lord?" said the scribe, looking anxiously at Huron.

Huron did see. Malius and Gamador were there, both flashing icons, but now also three more systems, Cathasaea, Enaloth and Aganthus. A data readout picked out in light scrolled past each one. The same pulsing signal first recorded at Malius. A countdown. A countdown to what?

They will wake the one who sleeps

A feeling of dread was settling in Huron's consciousness.

"Get me Lord General Roover, Admirals Magnus, Jellicoe, Dreyer and General Veers." He said quietly.

Tyhrmenius looked shocked.

"All of them?!"

"Yes dammit, all of them!"