Monday 24 December 2018

Stahl’s Experiments

Sire these recordings were intercepted by our agents a short time ago – it may go some way into revealing the intentions of the traitor Stahl.


+++++++++++++++++++

+++Initialising......++++++


[Stahl] Commencement of investigation quadringentesimo tricesimo tertio on subject quintus beta. Assisting is Libriarius Codicier Zidon Eznath, Mechanicum Tech adepts and Thorikitai auxiliaries in attendance with attendant psykana to maintain Quintus Beta's form. Appropriate wardings are in place to prevent incursion.

Quintus beta, is an etheric Coalescence of the seventh order, of the Khan'gurani'i within that Coalescence of Immaterium. Quintus Beta refers to itself as “Mite Blight”, the rhyming couplet and choice clear of its origin, though of course its true name [DATA CORRUPTED] being a composition of its phonics resonance in its etheric creation. Quintus Beta has been selected for this exploration into etheric entities due to it other Khan'gurani'i maintain their form within the Materium, as well as their relative intelligence. Quintus Beta was captured along with 36 other specimens on the Sword of Olympia deck 27 aft section. Correct selection is vital, and so acquisition of Etheric matter from Aether Syphons was discounted due to nature of captured subjects.


--There is a thrumming in the background as heavy sounding doors open, revealing a high pitched but guttural and choleric growling along with the faint background noise of human screams--


[Stahl] Zidon, is everything prepared and ready for the investigation?


[Zidon] Yes Warsmith, however unfortunately being able to shut it up is proving fruitless.

[UNKNOWN] yOU BASTaRDs! LET ME gO! puS ANd BoiL anD GOrE and BOre, Set Me FReE or IN paIN You wILl bE! ThE gRaNdfAthEr wilL KNOw What YOu're doiNG! he'LL Know!


--the Unknown voice continues to babble incoherently--


[Stahl] You have tried everything?


[Zidon] Yes sire, no form of warding seems to prevent it from talking, it appears to be part of its essential nature.


[Stahl] Have tried sewing its mouth shut?


[Zidon] ....What?


[Stahl] Etheric entities drawn forth as far and Quintus Beta here are bound by material laws almost to the degree of us Zidon. Do it, clamp its mouth shut and sew it.


[Zidon] Aye Sire.


--The sounds of a struggle from the subject, along with screaming are settled back to nothing--


[Stahl] Continuing study. Previous studies concluded that Aetheric entities are Gestalt forms, this of course is confirmation of previous assumptions. It has remained elusive to those of scientific pursuits to categorise and index the constituent parts of Gestalt forms. The study of subject Sacrum Alpha revealed that each Aetheric Entity is comprised of a multitude of Immaterium reflections of Materium occurrences. Of course which Materium occurrence can be difficult to determine due to lack of linear chronomic measurements. However subject Sacrum Alpha allowed us to conclude that each gestalt is ultimately held in form not as previously hypothesised but rather by a central and singular element. Note: Singular element shall henceforth be referred to as Empyric Lode. In the case subject Sacrum Alpha, The Empyric Lode was determined to be Sacrum Alphas former “soul”, which through self abasement had been consumed by the Coalescence of the Ninth Order becoming part of it. Hypothesis: Empyrean Lodes created from Materium subjects are, while consumed by the Aetheric Coalescence are more distinct from it due to the imperfect interaction between the two competing elements, see – XV Primarch theories.

Subject Quintus Beta has been identified through Empyric analysis to be comprised of eighteen Materium reflections. The nature of these reflections can indicate why Aetheric entities of Gestalt creation behave in certain ways. Put simply, their personality and psychology is a reflection of the Materium reflections of the mortals that created them. This reinforces the theory that while intelligent, Aetheric Entities are not sentient and are simply driven by the gestalt that bore them. This might be even more true for the greater Coalescences, as the greater the elements, the lesser the creations actual autonomy.

Previous experiments have borne fruit, with Experiment MXVI proving a valuable asset. However it is clear that even Experiment MXVI is created from corrupted elements and is a poor specimen to the ultimate goal.


[Zidon] Sire, the analysis is confirmed, subject is composed of 18 Materium reflections, bearing one instance of a pox, likely among the Khrave Xenos species, I have sifted the reflection, it appears to have afflicted the poorest and least educated, those the Khrave considered the most crass. Additional Reflections point to a period of stability in a human empire I do not recognise, a family laughing around a fire, I do not know its significance.


[Stahl] Any indication of Chronomic Index?


[Zidon] None sire, it still proves impossible.


[Stahl] Expected, I do not know if the time periods of the Reflections have significance. Move to the next stage, prepare the Psykana for the Causonicus Ossifyer, though keep the power low, the specimen is small and so a overload easily caused.


--There are sounds of chanting from human voices, some clear, some not, either sounding mutated or mechanical in nature. The chanting is nonsensical--


[Stahl] Observation – all observances of Gestalt entities, “Daemons” and their other subspecies of Empyric entities, always appear to conform to mathematical constants, hmpf, and Fabius said the Warp does not have rules.


---The droning and chanting becomes louder and the audio breaks down, there is clear corruption, whenever I listen sire, I keep hearing voices, I find it quite disturbing. The static laden audio continues for some time, approximately 63 minutes---


[Zidon] The ritual is complete sire. 


[Stahl] Do not refer to my work in such tones Zidon.

Continue observation – Subject Quintus Beta has been rendered successfully into its independent Materium reflections into eightee-.... ZIDON! There are Nineteen Flasks! What have you done? I told I would not tolerate mistakes!


[Zidon] Warsmith I....Please! The machine sets the flasks required for the task it requires.


[Stahl] Then your analysis was flawed, there are 19 Reflections making this Gestalt, explain! This invalidates the entire theory of the Numeric Constant!


[Zidon] Sire! I will check.


----There is the sound of machinery and dataslates being tapped by Ceremite fingers, there is also the hum of a power field activating. Sire historical records show that the Primarch Perturabo was prone to deadly rages that may have permeated through his Legion, this instability would would suggest Lord Guilleman was correct in ensuring all Geneseed available in the Primaris project was not used-——


[Zidon] Warsmith Stahl! Sire you need to see this! The Nineteenth flask!


---For several minutes the audio is unrecognisable, the two traitors are muttering to one another away from the audio pict. Even with enhancement it cannot be made recognisable.


[Stahl] Outcome of investigation quadringentesimo tricesimo tertio on subject quintus beta. Quintus Beta was successfully rendered into its constituent 18 Materium Reflections and seemingly destroying the Gestalt Entity. The next stage of this experiment was to allow the 18 Reflections to see if the same entity would reform or a different Gestalt form would emerge, however this experiment is forced to be cancelled. If the rendering of Quintus Beta the Causonicus Ossifyer is designed to process Aetheric matter far more efficiently than the “rituals” of the Mechanicum. However, while this was performed the Ossifyer has had an unintended side effect which puts us far closer to the ultimate goal of my Iron Empire. The Nineteenth Flask, dubbed Quintus Beta Omicron, is wholly comprised of Aetherium, but no Materium Reflections contaminants, even incidental ones. In essence, the contents of Quintus Beta Omicron represents pure energy of Immaterium, as if the Primordial never existed. The Omnicron is incredibly unstable and easily contaminated by those of any reflection within the Immaterium so is kept isolated in Null Stasis. Interesting development are the other 18 flasks, while the Empyric Reflections still exist, they are in what only can be described as a “dessicated” state, proving they are far more resilient to destruction than previously thought.


++++Transmission Begins++++

File is a pict feed with no sound. The pict shows Stahl and two other Iron Warriors looking over an observation deck into a room below. Within the room is a Bloodletter chained and warded to a side wall. Stahl is seen to give an order audibly however processing cannot determine the order as he turned away from whatever is recording the feed. Below 2 Humans males and a 4 Tau males of the Earth Caste are pushed in through separate entrances. Judging from the clothing the Humans appear to be Novgorod and the Tau are from Vi'orla Sept and Melberg. Another Iron Warrior, suspected the be the Sorcerer “The Unveiled” gives instructions to the Humans and Tau. The Tau, in their Xenos tongue clearly refuse, however the Novgorod humans while they swear Novgorod curses at the Iron Warriors, seem to comply and set upon the Tau Earth Caste. The Tau, clearly unfamiliar with combat are unable to defend themselves, and over several minutes the humans beat them to death. Stahl seems to be disinterested in the fight, suggesting this is not gladiatorial in nature, instead his attention is fixed upon the bloodletter, who is observed to be stirring and straining in its bonds.

Stahl is observed to say “send in the second cohort” before another group of humans are brought into the room. There are 3 in total, 1 adult male, 1 adult and 1 prepubescent male approximately 7 solar rotations, they are of unknown origin but clearly familiar with each other. It is likely assumed these were a familial unit, from build and stance, it would be likely that the male was military, possibly navy and his family. Iron Warrior suspect of the being “The Unveiled” once again orders the Novgorod prisoners, this time to kill the child and they may leave, to which they at first hesitate but then move on the 3 newcomers. The male officer moves forward to block the Novgorod and is clearly a trained fighter to a greater skill than his assailants, however he is unable to overcome them both unarmed and is driven to the ground, who beat him bloody. Seemingly dead, the Novgorod rise and begin to move on the female with an eye to the male child. Throughout this, the Bloodletter has been reacting to a far greater effect, with its rippling and swelling. As the Novgorod move to attack the two, the male rises and tackles one Novgorod at the knees driving him to the ground. The Bloodletters bonds begin to grow white as the adult male and female fight to protect the child. Stahl watches reverently as the scene unfolds, the bonds begin to crack, visibly it swells in power as the fight becomes more desperate. Stahl turns to the other Iron Warrior and orders him to note the outcome, he then turns to the pict feed:


Subject Zeta Lambda test complete, theory confirmed. Experiment shows that the strength of Aethic Entities increase in the Material realm when able to feed off the source of their Empyric Lode. In the case of Zeta Lambda it was identified that its Empyric Lode was Materium Reflection of a murder of a soldier and their family. Test one demonstrated that any act within the greater Locus of the controlling Greater Coalescence – in this case the Eighth Order, resonates with the Gestalt essence of the creature, however anything resonating with the Lode does so at greater magnitude. It appears irrelevant whether the outcome is the same or different to that that created the Empyric Lodestone, simply that it occurs as this feeds the entity, and therefore, the Greater Coalescence. This will have applications to further expansion. Securing Aetheric energy with a specified Lode will improve the efficiency of War Constructs, and ultimately allow them to be more easily controlled.”



+++ Transmission incoming +++

+++Data files incoming +++

+++Downloading+++++

+++Downloading+++++

+++Downloading+++++

+++Downloading+++++

+++Complete+++++


The following documents appear to be technical information from other experiments with only some commentary from the experimenter, assumed to be Stahl. We have had some difficulty in deciphering the meaning as it appears to apply scientific terminology and rigor to processes and acts that appear to be Sorceric, using a combination of Dark Tongue seen on Fenris and Scrapcode binaric in nature which caused significant issues in dealing with. Effectively I believe Stahl is attempting to reduce these all to a mathematical process. From the parts we have been able to decipher we have gleaned the following information:


Stahl appears to have experimented with small amounts of Warp-stuff collected with what is described as an “Aetheric Syphon”, as an aside we are unsure whether this is independent device of, or part of existing Daemon Forges. Furthermore, neither location nor time is recorded, but this is assumed to be old.

The experimenter, introduces a number “none sentient” warp-stuff to one another, most simply do not interact with one another, however some do, coming into micro entities lacking sentience other than to seek more like warp-stuff. The experimenter surmises that these “Reflections” do not conform to the larger “Convalescences”. The second experiment introduces warp-stuff from a “Convalescence”, in smaller quantity than the other Warp-stuff. Despite its small size, the new matter “breaks down” warp matter that has not formed into micro gestalt forms. The larger micro organisms that were already formed give each other wide berth. Then the Stahl introduces another amount of Warp-stuff, this time from the same “Convalescence”, this is immediately attracted to the micro-entity of similar convalescence formed into a larger entity, that begins to attack the other non aligned micro-entities, some of which are absorbed into the mass of the aligned, granting it something which unfortunately is indecipherable at this time, we believe Stahl is discussing the nature of the power of the Chaos Gods and their servants and how the consumption of souls interacts with         their servants.


This experiment was repeated a number of more times with some differing variables, each observing the peculiarities of what Stahl created or the manner in which the engaged with one another. The conclusion of this is Stahl concluding that some Warp-stuff is utterly opposed to one another like opposites of a magnet. This much any versed on the Daemonic know this already so is of little value, however Stahl concludes this is even with non-sentient singular elements of the Warp. Stahl surmised this could be used to create a form of “Shunt”, to remove elements of warp matter from individuals or warp creations, distilling them into a purer form. Whether Stahl is capable of this or not is unknown. What is known is some of the most mutated traitor Astartes flock to his banner, this is believed to be due to his Medicae expertise and resources at replacing damaged organic matter, though these documents may suggest something more is at work.


Please be careful with attached records, due to the nature of the Stahl's writing, there are elements of Warp Malevolence at play.


+++++Downloading attached++++

++++Downloading++++

++++Downloading++++

+̘͇̱+͢+̵̞+Ḍ̖̯͎o̜͙̤͔̯̦̖ẃ̰̯̠̻n͕̼l̞͉͚̣͘o̘͞a̗͜d̨̗̼̬͉͔ị̶n̠͔̘̫̺͜g̴̩͖͙͕̟̳̘+̤̘͙̬͈͞+̷̲͔̭+͓̟͍̪̱͎+̟͔̫̞̫̠̕

+̶̱͉͇̞͔̝͠+̵̷̶̭̫̭̱̠̘͜͞+̢̤̹͖̰̹̪̖̝̮̘̻͓̝̬͘̕+̡̕͢͏͖͕̣͚͔̳̫D̨͢͏̱͙͔̙̯͖̜̱̲ǫ̶̛҉̛̲̣͇̜͙ẁ̨̥̪̗͚̫̻͉̪͖͉̼̹̳͎̟̠ņ̘̠̯̩͕̻̩͓̼͍̰͕̫͘l̠̩͔̖͈̻̬͘ǫ̖͓̣͎̲̦͙̬̠̱͞a̕͏̴̹̲̬̠͉͈̱̜̬͟d̡͎͓͙̜͔̖̗͈̲͙̮̖̞̯̣̪͢͢ͅi̷̸̩̼̭͙̻͜͞͡ń̨̳̻͉̞̹̞͍̜͍̠͘͢͞g͝҉̶͏̱̺͙̞̯͇͇̻̣̞̘̗̟̦͕+̡̨̤̟̟͓̜͎̫̣̤͍͖͔͙̲


Monday 5 November 2018

Hexis campaign rules

40k hexis Campaign rules system
- starting on the 24hr event.

Overview:
Games on the planet of Hexis will go on from 10am on Saturday 10th November. All games count.

Alliances:
- Chaos-ork pact
- Eldar-Tau-Federal alliance
- Imperium of Mankind
- Necrons*

*Necrons don't take territory they simply remove people from territories.

Infighting:
- factions within alliances may fight amongst each other. Petty feuds, self interest, arguments etc
- When a faction in fights, it will inflict -1 on each of the in fighting faction, but can claim neutral territory.

Grand Alliances
 - In the direst circumstances the Imperium and Alliance would rather chaos lose and will ally together against chaos.
- necrons will (for complicated reasons) ally with anyone against the alliance and eldar, out of spite (but will generally try to remove everyone)

Ultimate goals
- Create and maintain a base of operations**
- Take and hold the device chamber
- Dominate the planet

**If you don't have a base, you can't take territory. Your faction must win 1 game of Kill Team or 40K to build this base.

Territories
Each game wins one territory of the correct type. There are 4 types.
- Inner city and catacombs (white bordered): Kill team games only. One win claims one territory. Winning vs. anyone can take unclaimed. For claimed territories you need to beat the faction holding the territory
- City (light grey bordered): 1000 point or less 40k games, or up to 1500 point "cityfight" narrative games.
 - Ruins (medium grey bordered): 1000-2000 point games of 40k. Ruins and wasteland terrain.
- Wastelands (dark grey bordered): 1000-2000 point games of 40k will take one "box" in the wasteland terrain before modifiers. Apocalypse games will take all boxes of the wasteland sector. Titanicus games count as 2x 40k. 

Notes
- You cannot advance into new territories if:
                - There are no territories of your opponent or neutral which can be taken by the game you are playing
                - You do not have a supply line to your base of operation*
*Supply means tracing a line through friendly territories or territories which have at least one of your faction's markers in them.

- If you cannot take territory but win, inflict a -1 modifier on your opponent instead, or add +1 to your own modifiers.
- Apocalypse games (>3500) always take territory, and the winner always adds +1 and inflicts a -1 on *everyone* else.
- Narrative games of 40k: winner gains +1 territory so long as they can be taken.
- multiplayer games: winner takes 2 territories either neutral or from factions ending below them. Second place takes one territory. Last place suffers a -1 mod. Multiplayer but two sides are considered alliances. 
- kill teams can always get into the city even if no supply, but cannot take territory. 

Bases:
- Bases cost one "win" to create (at any points/game). 
 - Bases exist in a territory but confer no benefit for it apart from supply.
- Bases are overrun when the territory is lost.
- You can build as many bases as you want.

Modifiers:
Modifier difference may add an additional teritory or territories for the winner. The formula for determining this is as follows:
- Extra territories gained: INTEGER((Difference in modifiers)*(points played)/9000)
- Example: force A has +3. Force B has -2. Force A wins a game at 2000 points 40k. extra territory formula=  = INT((5*2000)/9000) = 1. Force A gets an additional territory.

Evolution: The campaign and rules will evolve as the situation changes.



Finding an alternative Key or the means to create one
- Each 40k or Kill team game may be used to research key technology. After each game of this type the winner does not take territory. Instead the winner (and loser) may roll a D6 to see if his or her faction has found the necessary information to activate the device without a key.

1-6 (1 always fails): The necessary information is not found
7+ The faction now has the means to activate the device

Add +1 for each WIN secured in "Key games"

Eldar: The eldar already have the key and this knowledge. Wins by eldar can subtract a modifier from their opponent.

Narrative games: +2 for the winner +1 for the loser (40k only)
(so eldar will inflict a net -1 above)

Narrative Games
As ever narrative missions count DOUBLE.


Saturday 29 September 2018

Kill team campaign rules

Kill Team Campaign.
Searching for the Foramen Ignotum: the Foramen Ignotum is the final predicted path through the cicatrix in the Aleph sector. It’s control will confer huge benefits to the controller of it. To find out how to create and control the pathway each faction must find leads and clues to the ancient necron device needed to create it. However this endeavour must be conducted somewhat covertly, to avoid awakening the powers of the deep Hadron Expanse. The task will be left to small elite teams.

Each kill team win gives a lead *until a clue is found at which point the leads are discarded*
After each game a clue is found on a roll of 7+
Each lead gives +1 to the roll
Clues:
Starchart to the system of Lysis
Map of the planet of Hexis
Ritual instructions
The necron key
Once all keys are found games of kill team and 40k may be required so that one faction or alliance has all the clues. All the clues are needed! Then control of Hexis in order to create the Ignotum - or prevent it. 

Current Status
 - Genestealer Cults: 1 Clue *Ritual Instructions*

40k Campaign "Loot Table"

For every 3 games of any system in the Aleph Campaign or for every narrative game:

01-05 - strategic support: add +2 to space modifier (maximum of +5)
06-10 - strategic support: add +1 to one region
11-15 - strategic support: add +1 to one region 
16-20 - strategic support: add +1 to space modifier 
21-25 - infrastructure: settlement worth +1 on a system of your choice 
26-30 - infrastructure: expand a world by 3 squares 
31-35 - infrastructure: expand a world by 3 squares
36-40 - infrastructure: settlement worth +2
41-45 - reinforcements: clear a global modifier
46-50 - reinforcements: clear a global modifier
51-55 - reinforcements: clear a global modifier 
56-60 - local raids: -1 local modifier on any enemy 
61-65 - local raids: -1 local modifier on any enemy 
66-70 - local raids: -1 local modifier on any two enemies 
71-75 - local raids: -1 local modifier on any two enemies 
76-80 - local raids: -2 local modifier on any enemy 
81-85 - strategic raids: inflict a regional -1 modifier on any enemy 
86-90 - strategic raids: inflict a -1 modifier on any enemy 
91-95 - strategic raids: inflict a -1 space modifier on any enemy
96-100 - strategic raids: inflict a -2 space modifier on any enemy

Tuesday 24 July 2018

The Aleph Campaign: How it works

The Aleph campaign is at its heart a narrative campaign, but there is a "system" behind the narrative. This primer attempts to explain how it works. Basically, you gain points for winning games, then can spend the points on gaining territory or building resources for your faction, or taking territory away from your enemies, including blowing things up.

All factions are represented but these are currently: Imperium (Crusade and Loyalist, who are often locally at war), Alliance (Tau and Federacy), Eldar, Chaos, Necrons and Tyranids.


So how does it work?


Warhammer 40k games

For each win in matched play 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.

Narrative games which have a specific campaign mission in mind will either have their results pre-determined by the GM or even both parties, but if not, a narrative game gains DOUBLE the base points of a win at matched play, so a win at 1500 "points" (or equivalent power) would yield the winner 6 campaign points.


Modifiers!

The modifier system represents the strategic situation in each planetary system. When you WIN a game two things happen. First, your win allows you to remove one negative modifier from your own faction (if there are any). Second, if the modifier difference is POSITIVE between you and your enemy, you can add that to your base points for a total number of campaign points. Note that "big games" inflict and clear more modifiers, but you don't add your difference more than once. If the difference is negative but you won, you just get your base points.

You can push modifiers in your favour in a number of ways. First, you can just conduct a non terriroty taking raid and double the modifier effects. So if you win you remove 2 negative modifiers from your own faction.


Secondly every time you destroy in game any of the following, you inflict a -1 modifier on your opponent (maximum -3 per game of any size)

 - You kill the enemy's warlord
 - You kill a named character
 - You destroy a Lord of War that is greater than 25% of the points or power value

Additionally, building things like spaceports, defences and other things give you positive modifiers in the system where you build them. In addition, completing certain objectives (such as control of key systems) will change your modifiers. An example is the control of a Foramen - a stable passage across the Cicatrix Maledictum. Control of these is important for supplying expeditions in the Imperium Nihilis. For a breakdown of the global and regional modifiers here is a snapshot. This changes weekly but can be visited on the main page of the blog.


Global and regional modifiers:



Local Modifier example:

Dnatha is in the Hadron expanse so uses the Hadron modifiers as base. In this example both the Federacy and Loyalists have a fleet in the system (+5) while the loyalist Imperium has an additional 2 bases confering +2 (=+7). While the alliance stands, the federacy and tau can use the alliance column. When the Crusade and Loyalists aren't fighting, both factions can use either column (whichever is better!)


After applying modifiers - you now have a total number of campaign points...


OMG my modifiers are awful! What can I do?

Well, firstly win some games and remove the thing that's trashing your modifiers. Secondly, you can remove a lot of modifiers in one go - by abandoning a world or evacuating it (usually with a rear guard mission). However, beware of Inquisitors commissars, lords of chaos or eldar farseers who may not take kindly to you abandoning a world!

OK, but what can I *do* with these points?


1 - Take Territory

Each system is broken into planetary systems with a number of squares or locations worth points. These squares or total locations 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. Once all territory has been taken or has been allocated already (e.g. an imperial world that belongs to the imperium and has a defnce force), you must now wrestle territory off someone else by defeating them. 


Some planets have maps. On these maps you can create favourable situations by encircling squares with your points. If a section of a map is encircled and doesn't have a supply source (e.g. a city) then that whole area will fall to you as well! Each map or system will explain how to take territory.





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

You can increase the value of some worlds by adding 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! On map based worlds you can't add more squares. The planet has been fully explored. Building settlements is rather pointless except on unexploited (small number of squares) worlds.

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 map based planets and if you create settlements. Up to HALF the squares on a world may be "forts". Forts also count as supply.

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. This is true on map based worlds as well. The modifiers confered for bases and space ports will be shown in the "local" section.

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).*
*Exception - if you have space control (fleets in system and no enemy fleets contesting)

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!*
*Exception - if you have space control (fleets in system and no enemy fleets contesting)

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.

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.*

*Exception - if you have space control (fleets in system and no enemy fleets contesting)

In addition, you can fight on one world (narratively) but build on another. This represents diversionary attacks, or defensive battles carried out while you build up your bases somewhere else.


10 - varied

There are other things you can fight over such as: trying to assassinate key campaign characters or kidnap them. Destablise worlds, create viruses, find artefacts. Some of these will be GM led and the GM will set the task/mission/victory conditions. Others you can come up with and once again the GM will set you the mission or missions. These can be multiple battle missions and lead to a much more dramatic conclusion if succesful.

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


Fleet actions

Each faction has a number of fleets or space assets (or sneaky webway shenanigans) which allow them to get "space control". Each faction can move these fleets around ONCE PER WEEK however to get total space control you need too be the only faction with fleets in a system. Fleets add +5 to local modifiers, but you'll need to play a game of gothic* to remove the enemy fleet. Oh and win.

Gothic games also affect "space modifiers", inflicting and removing +/-2 on the space modifiers. In addition, they can be used as a planetary invasion (select an appropriate mission) to gain up to 3 squares on a world (or equivalent).


*or other game, be inventive


40k Kill team

Kill team games represent key small skirmishes which can decide the fate of a world. A default kill team game is worth 1 point and doesn't affect modifiers, OR can be used to change the modifiers by +/- 1 (inflict one or remove one) However, you can use a kill team to destroy an enemy asset (such as a defence laser or fort), kidnap people (which may affect modifiers) or other imaginative uses of small insertion missions. Ask the GM or agree with your opponent what you are fighting over.

Titan legions/Epic games

Bigger in scale, a single titan legion or epic game counts as 3 40k games for the purposes of the campaign.

Is there a faction leader?

Ideally one among the faction should be the "leader". You can of course attempt to remove them as leader at any time - by force, or maybe by a "war game" where you prove your opponent is not fit to lead. As leader you need to set your own strategy. Usually this will be "focus on this system" - and if you WIN while "obeying orders" you get +1 point.

Final word: Despite this being a system behind the narrative, the campaign is ultimately narrative. The GM's word is final and people cannot "game the system"! You can't "win" the campaign!


Thursday 12 July 2018

Aleph Sector Campaign House Rules

Narrative Mission Amendments

CONVOY: Vigilus Defiant: P.130

Replace Convoy rules: The Convoy contains all vehicles in the Convoy detatchment. To win, the defender must escape with half or more of the vehicles.

STORM THE LINES: Vigilus Defiant: P.134

Add: "And not within 9" of enemy models to the sustained assault rules.

--------------------------------------------------------------------

Scenarios/alternative setups

Recommended for games over 3000 points (150 power approx)

Setup changes

- At the beginning of the game both players split theit armies into two equal halves (or as close as is possible). Both players deploy as normal whichever half of the army they choose.

- The player who goes first will play with the half of the army he deployed for the duration of his turn one. He may not bring ANY of his reserves on.

- In turn two, the player who went first brings on the remainder of his force.

- The player who goes second may bring on his reserves in turn his turn one.

This rule effectively negates total alpha strike from going first, and makes going first a difficult and tactical decision, as going second also means having the last turn.

Sunday 15 April 2018

Hadron expanse campaign

Hadron expanse rules
Your faction has sent a task force to explore and exploit the expanse. 

Game procedure: EXPLORATION MISSIONS
First decide on the system you are fighting over. You can choose to fight and claim an existing system or search for a new one. If one player decides to fight for existing system worlds that takes precedence
If both players decide to search new systems randomly generate a system here:
https://donjon.bin.sh/scifi/system/

Take a screenshot or write down the details. 

If both sides want to roll again they can until either side is happy.

Forces for EXPLORATION MISSIONS
1500 points. No primarchs or lords of war. 

Results: 
There are no modifiers for exploratory missions. The points below are fixed. Each exploratory fleet is self supporting (hence small)
Win 5 points. Loss 1 point. +1 for massacre. 
Points can be spent to secure neutral territory 
Winners choose to spend points first. 
Points can also be used to build bases as per: https://alephsectorfiction.blogspot.co.uk/2017/10/the-foramen-campaign-how-it-works.html
Bases will eventually influence modifiers in the expanse. 

Planetary worth. 

uninhabited rock/ice planets: 5
Artefacts etc: 1
Uninhabited terrestrial worlds: 10
Inhabited colonies: 20
Civilised/mining/all other worlds: 30
All civilisations are human 

Artefacts:

Results will be described once they have been found and activated.

Diplomacy. 

if a world is civilised the winner may attempt to add the world to its faction. +2 for winning. +3 massacre 

Orks: 6+
Imperial forces: 5+
Tau: 5+
Chaos: 5+
Necrons: 6+
Eldar: 6+
*winners go first*

STANDARD BATTLES
Once discovered, factions may fight standard battles in the Expanse - they may NOT explore new territory or conduct diplomatic missions
Points: 1pt per 500 pts +1 per massacre. Can take territory as per the core rules
https://alephsectorfiction.blogspot.co.uk/2017/10/the-foramen-campaign-how-it-works.html

GOTHIC GAMES
1000-1500 point battles can explore, take territory (counting as explorator - 5pts win 1pt loss).
Instead of taking territory fleet wins can take control of space lanes. Controlling a space lane restricts supply for all other factions. All space lanes start as neutral. More will be added as more systems are found.