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"Welcome, Commander, to the Merovingian Sub-Sector. If we had thought times were hard for the Imperium of Man due to the Thirteenth Black Crusade, then we knew nothing of what has lurked in the shadows for us here. The sub-sector lies in the heart of the Ultima Segmentum and sits along one of the most stable warp-routes between Ultramar and the Ghoul Stars. Such a thing has given it great prosperity and great danger, as such things are seen throughout the galaxy.
"Currently there is great danger in the sub-sector. Imperium forces only control four systems out of the eight within the sub-sector. The sub-sector capitol of Merovingian, from which the sub-sector takes its name, is positioned in the center and has been our firm foothold throughout the last century, but even that could be lost.
"Reports have been flooding in for the past decade now on new dangers. The Orks have been growing in number and daring, moving out further and more aggressively from Golgotha, that ill-named world that has become the xenos vile nest. Aid from several Adeptus Astartes Chapters has been issued to require assistance in exterminating these foes.
"The last scout expedition to find a path through the Jaglan Alpha Nebulae has not reported in -- much like the previous nine such expeditions. The Adeptus Mechanicus has filed several more complaints with the Administratum, protesting the lack of initiative on the sub-sector Governor's part to look further into the nebulae. The old legends about there being several technologically advanced and lost worlds within the nebulae continue to fuel their desire to reach them.
"The Tau Empire has made a strong bid in its most recent expansion efforts into the sub-sector. The St. Adelphia's Hope system was lost four years ago to a lightning incursion from Tau forces, at a time when the sub-sector forces were distracted by a Chaos uprising on Anduak and Vullis Prime. Vullis Prime remains a hard fought war on the planet, but no word has been heard from Anduak in over a decade. The local Ecclesiarch has already sent a report via channels to the Inquisition, requesting advice and help in this heretical matter.
"Much is happening beneath the surface events however, Commander. I can feel it. I can only hope that with your arrival that the Imperium of Man will emerge victorious...even through it is against training to entertain doubt, I feel worried. Things are happening within the sub-sector and for all I know, things will not be brighter on the other side."
Merovingian Sub-Sector Campaign Rules and Information
Welcome, one and all, to the MWG global campaign. This campaign is easy to join and requires nothing more than that you submit an application in this thread here, etc. The thread where you can chat about anything regarding the campaing is here, and that is so it keeps this thread and the application thread uncluttered with needless posts. Please make sure that you refrain from needless posting unless it pertains to something directly inside this thread.
How The Campaign Works
All the players are divided into four factions: Imperium, Chaos, Order, and Chaotic Neutral. Players are further divided by "battlefronts" which are designated by where all of the players live according to region. At the moment there will be two "battlefronts": Canada & US and Asia & Europe. More will be explained on the battlefronts below.
Sub-Sector Merovingian lies in the center quadrants of the Ultima Segmentum. Its position makes it particularly vulnerable to attack from Chaos, Tau, Tyranid and Eldar forces, though Orks too are a constant nuisance. In addition there is a warp lane direct from the Eye of Terror to the Sotek Rifts which makes Chaos incursions a frequent and unwelcome occurrence.
Building A Narrative
When we say campaign, we mean story. The very act of playing a game creates a story. Each player’s perspective is different, yet unified by the sci-gothic universe of the game. Warhammer 40K is a game of the imagination. There isn't a hobbyist on the planet that does not visualize the battle in narrative terms. Everyone has model sized heroes, moments of glory and instances of high drama that are best chronicled in the imagination.
For many hobbyists, the end of the one-off game ends the story, but for us, that’s not good enough. We want more. In a campaign the table-top saga continues in the imagination. Many yearn for their games to actually mean something, and contribute to a developing chronicle. That’s where the narrative campaign concept comes into play. And that's where we're starting with now!
Different Types of Players
All gamers are not created equal. The following are a few examples of how different players may interact with the campaign in different ways….
- Example 1This player would like to be involved in the campaign but would rather play the games then have the GM fit them into the story by inventing the background etc.
- Example 2 This player works closely with the GM and provides new ideas. He defines the overall objectives of a race or races and suggests rules and ways to measure campaign goals as well as playing their own force.
- Example 3 This player is not interested in the campaign at all (fine!) and just plays one off games. (We’ll still count them though!)
- Example 4 This player is actively involved in the campaign., defining his own force’s objectives and background and coming up with a reason for each game. He works with the GM to push their story forward.
The system is predominantly narrative. It’s up to players to organize games and explain the motives of their forces, however there will be overarching plot lines that will be given out by the DM (Katharon). However there is a very simplistic system to measure the pace of the campaign and it works as follows:
NARRATIVE BEFORE OR AFTER
Often the game happens first and the impact on the campaign is worked out afterwards. There are often active warzones where the two sides are battling it out so applying the games in the already active warzones isn't difficult. Alternatively the two players involved may know where and what they are fighting for, adding an extra element of “realism” to the game as they fight to take a certain city or recover a relic.
CAMPAIGN VICTORY POINTS FROM GAMES
Wins are classified into based on how good the win was:
1 Campaign Victory Point - the VP score was a draw, but you killed more points than your opponent
2 Campaign Victory Points - A win on victory points
3 Campaign Victory Points - you scored double the VPs than your opponent and score at least 3 VPs; or your opponent concedes defeat before the completion of the game.
4 Campaign Victory Points - You wiped your opponent off the table (no models left!)
This applies to games at 1,000pts - 1,999pts.
Kill team will get you 1 point if you win – but usually kill team will do something specific like kill a special character, governor or destroy an important installation.
All games of regular 40K must be between 1,000 and 1,999 points. Double FoC is reserved for special events and/or occasions when pivotal story events will take place to decide the fate of a particular faction or planet.
Armies Allowed In This Campaign
- All Games Workshop armies.
- All Forge World armies (so long as your opponent doesn't mind).
- Horus Heresy armies are not allowed.
Control of planets and systems will give you certain types of bonuses based on the type of planet you control or the different strategic objectives you may posses on a battlefront.
Player verse Player
To affect the over-all story line requires major events to happen both in a single battle and over the course of the campaign itself. When two forum-based members of this campaign fight one another, it will have more weight upon the story line than if a forum-based member fought a non-forum based member.
So when two forum-based members of this campaign fight one another, it becomes an important thread in the overall weave of our narrative and highlights a moment of glorious battle between two players and their armies.
Campaign Strategic Bonuses
- Planets - if your faction controls an entire planet in the sub-sector, then they benefit by having a +1 to their "Seize the Initiative" roll.
- Hive World - if your faction controls an entire planet that is designated a hive world, then they benefit by having a +1 to their reserve rolls.
- Command Bastion - if your army/faction controls one of these, then you may take a free Bastion in your game. This counts towards your fortification limit. (No added modules)
- Manufactorum - if your army/faction controls one of these, then you may take either an additional Elite, Fast Attack or Heavy Support choice. May not exceed army point limits.
- Power Station - if your army/faction controls one of these, then you may choose whether or not Night Fighting takes place during the entire battle.
- Shield Generator - if your army/faction controls one of these, then you may deploy a marker in your deployment zone after all other units have deployed. This marker counts as an Archeotech Force Dome Generator.
- Hive City - if your army/faction control, it counts as a spaceport, shield generator, power station, and manufactorum.
- Space Port - if your army/faction controls one of these, then you may take a Skyshield Landing Pad for free in your game. This counts towards your fortification limit. (No added modules)
--Battlefronts are the locations that combat is happening at any time within the sub-sector. Phase 1 of the Campaign currently centers the campaign around Vullis Prime. As the campaign expands into Phase 2 and further, more battlefronts will open up and more chances for glory, honor, and pleasant sacrifices to uncaring, laughing gods.