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8/12/2019 Player Briefing Packet v3.pdf
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Dakka Dakka Worldwide Campaign Player Briefing
Packet
First Phase
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Contents
Section 1; Overview
Section 2; Why We Fight
Section 3; Location, Location, Location
Section 4; Dramatis Personae
Section 5; So What the Heck Do We Actually Do?
Section 6; Anything Else?
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Section 1; Overview
Aboard the God-Slayer
Danio pushed the data slate to the side of his desk, and rubbed the grit forming in the corner of his
eyes. How could he have been so blind?
The Great Enemy has been on the brink of victory for years, decades.
They had felt safe while they focused their rage on eternal Cadia, but now that had stalemated, the
enemy was striking out furiously at other sectors.
Danio stood, and turned to look out the massive window that dominated one side of his room. In
times of danger, the window was covered by a solid armourplas bulkhead. The bulkhead was in its
resting position at the moment, allowing an unobstructed view of the glorious grey orb which was
his planet. Volkh I. His homeworld, and now his seat of power as Governor of the Ventra Majoris
sub-sector, home to nearly 50 billion Imperial Citizens spread over 24 worlds.
He keyed the button on his vox-corder, preparing his message to be delivered to the planets across
the sub-sector.
Venta Majoris
This sub-sector is one of several which provides large amounts of weapons, ammunition and tanks to
the Cadian Gate.
Abaddon believes that a strike at these supply sectors will cripple the defenders of Cadia, opening
the way for the victory he has long awaited. But Chaos isnt the only threat, only the most
recognized.
Slowly, from the blackness of deep space, something sinister is approaching the galactic plane.
Ancient forces stir from their slumber beneath the ground of worlds, or approach along forgotten
paths of the void. A lost fleet pursued by their kindred finds itself in uncharted space inhabited by
their enemies.
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Section 2; Why We Fight
The Forces of Order;
Eldar
The runes have been cast, the skeins of fate consulted, and the path
is clear. The Eldar must go to war, they must aid the Imperium and
the forces of Order, lest all be lost to the Great Enemy. The sector
includes several Maiden Worlds, which the Eldar already protect
from trespassers. Recently the Aspect Shrines in the area have borne
witness to the Phoenix Lords presence, these great warriors have
engaged the enemy of the Eldar with skill and success, yet some
wonder why they have all gathered in the one sector at the one time.
Could the Rhana Dandra be upon them? Yet hope can be found in the
darkest of circumstances. Where the appearance of a Blackstone
Fortress would normally cause fear and panic, it has instead
strengthened the resolve of the Eldar. Led by Qsandria, a task force from Ulthwe is attempting to
corner the Blackstone Fortress where her master Eldrad Ulthran was defeated, hoping to find some
clue as to his true fate.
Imperial Guard
The Imperial Guard. The Hammer of the Emperor. Weary from the
hard wars in the region, they never the less answer the call for aid
from the Venta Majoris sub-sector with fire and fury. Numerousregiments descend upon the area, reinforcing key worlds or
striking at the enemy presence on others. Armoured companies
roll forth from cyclopean dropships, the ground shaking beneath
their treads. Stealth troopers inset behind enemy lines, and line
infantry assault the enemy head on, bringing their advance across
the sub-sector to a grinding halt. Yet with the strains placed upon
them by the warfare around Cadia, will they have the power to
savethe sub-sector, or will they have to abandon these worlds to
the Emperors foes? No, never. They will fight to the last, die to a man to defend these vital supply
planets. For the Company, for the Regiment, and for the Emperor!
Inquisition Forces
The dreaded Inquisition is making its presence felt in the Venta Majoris sub-sector. Each of the Ordo
Majoris have their own reasons for being present at this trying time of the Imperium, reasons
beyond the simple safety of the Imperium. Many of the Ordo Minoris have members active in the
sector as well, serving the Imperium in their own way.
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Ordo Malleus
The Ordo Malleus, defenders from the threat beyond, were always
present in the Venta Majoris sector in moderate numbers. The recent
increase in enemy activity, however, has led to their presence in the
region spiking drastically. From the nearby Formosa Sector, Inquisitor Lord
Torquemada Coteaz has arrived, presumably because of the threat that
insurrection in this sector would pose to his own. Some believe that he is
instead present because of rumours of a successful rejuvinative regime
which has been discovered in the sector, prolific enough to extend his service to the Imperium for
years to come.
Together with their Chamber Militant, the Grey Knights, they have played a key role in denying the
daemonic foe. But will their strength of arms and faith in the God-Emperor be enough when the true
storm breaks?
Ordo Xenos
The Ordo Xenos have descended upon the Venta Majoris sector in nigh
on unprecedented numbers. This has been attributed to the rise in xeno
activity in the region, Inquisitors arriving ready to defend the imperium or
advance their own studies as they see fit. Those with contacts within the
folds of the Inquisition, however, are hearing whispers of another reason
for this increase in manpower.
Inquisitor Valeria and Inquisitor Darkhammer, their personal vendetta
finally emerging from behind the cloak of secrecy that so much of the
Inquisitions work is conducted behind, have surfaced in the sector. Other
inquisitors are choosing sides, weighing in on one side or the other. This
tension is threatening the strained alliances present within the Ordo, and
if it isnt resolved soon, there willbe dire consequences. For the sector, for the Inquisition and for
the Imperium as a whole.
Ordo Hereticus
The Ordo Hereticus has been exerting its influence in the Venta Majoris sector
for decades, rooting out the witch and the mutant from Imperial society.
Recently they have seen a drastic increase in Chaos taint, cults and
unsanctioned psykers wreaking havoc on many worlds. Fyodor Karamazov
himself has arrived at the head of a large train of followers, intent on burning
this taint out. Already his court has seen to the destruction of hundreds of
heretics and traitors, yet Karamazov, being the veteran Inquisitor that he is,
well knows that there is more to come, and that the taint may have to be
faced down on the open field of battle when it comes to the end.
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Sisters of Battle
The Great Enemy must be denied. Led by the living saint, the
Sisters of Battle have diverted much of their strength from the
Cadian battles to this new theatre of war. With fire and faith
they will purify the taint of Chaos from this sub-sector. The
Cardinal of Valos has denounced the forces of the mutant, the
traitor, and the heretic, and with his holy blessing the Sisters of
Battle go forth to bring the Word and the Wrath of the
Emperor himself to the enemy.
Space Marines
The Space Marines, the Emperors Angels of Death. They safeguard his
Imperium from the enemy within, and the enemy without. Many honoured
chapters have sent warriors to the growing struggle in this sector. The
Blood Angels know that defeating the foe here will slow their advance on
Baal, the Black Templars have followed Ghazghkulls trail. The Ultramarines
and their successors are defending the Eastern Fringe of the Imperium
through their actions, and the Dark Angels have their own enigmatic
reasons for fighting here. Scores of other chapters have contributed
warriors to the fight for their own reasons, be they simply defending the
Imperium, or something more secretive. The greatest war of our age is
upon us, and without the Space Marines, the Imperium cannot succeed.
The Forces of Disorder;
Chaos
The Despoiler has recognized the significance of this sub-sector.
Extracted from Cadia, he leads this new thrust at the base of the
fortress worlds support structure. The gods continue to back him,
seeing their strength grow in many ways. Slaanesh recognizes thebeginning of the final stages of the Eldars fall in a victory in this
sub-sector. Khorne eagerly anticipates the blood soon to flow.
Nurgle awaits his chance to spread yet more plague and poison
across the galaxy. Tzeentch has his own reasons, his scribes have
found a vast repository of knowledge in the sub-sector, and this is what he desires. Their
worshippers will follow them to the ends of the universe, either out of love, fear or both, and the
peons of the corpse emperors should shake in fear.
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Dark Eldar
She Who Thirsts grasp is closing. The Wych cults lack sport,
the Covens slaves. But in the Venta Majoris sub-sector, the
Dark Eldar have found their salvation. Possibly the most
unique aspect of the Venta Majoris sub-sector is the
presence of the Korzack Blood Orchid, or the Ruple, that
grows on the ancient battlefields scattered across the
realm, feeding on the arterial blood that these delicate
cherry red blooms require in order to germinate. The
blossoms carry a powerful chemical, the base chemical of a
previously unknown family of stimulants so potent that it is rumoured that the first Dark Eldar to try
a fraction of a gram has yet to descend from his euphoric state, and would rather die than do so.
This bloom thrives under chaotic influence, so for the Dark Eldar to save their souls, they must dance
with the devil.
Orks
A green tide is coming. Having evaded his pursuers for now, Ghazghkull
Mag Uruk Thraka, the prophet of the Waagh!, descends on this sector
of space. In his train come representatives of all the clans, eager to do
battle with anyone and everyone. Gork and Mork themselves have
appeared to Ghazghkull, promising to make him the biggest Ork in the
history of their race, as long as he puts the sector to the torch in thegreatest Waagh! in history. Other warbosses are staying nearby him,
but whether it is to share in the thickest fighting, or because they think they stand a chance at
challenging him and gaining Gork and Morks favour, remains to be seen.
Other;
Necrons
The tombs awaken. All across the sector, worlds cry out for aid before fallingsilent, as the legions of Necrons arise from beneath. Overlords from other
dynasties rush towards these awakening Necrons, in the hope of gaining control
of an ancient weapon that these Tomb Worlds held the key to. A World Engine
of unimaginable power, capable of stripping the energy from a sun and
controlling it. All life in the sector, perhaps the segmentum, is in danger if the
Necrons gain control of this artefact. Last time, it took the sacrifice of an entire
Astartes chapter to stop a World Engine. This time, even that may not be
enough.
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Tau
Oshova. His name was fitting really, for the great general was most
assuredly gifted with a vision. A vision of the future. The future of
the Tau. They are a small fish in a vast ocean, the true horror of the
scope and breadth of our enemies largely hidden from the majority
of the Tau people. This civilization seems coherent and inseparable,
yet every people have their rebels. A student of the great
Commander Farsight, a witness to the greatest horrors the galaxy
has to offer, a pragmatist, a survivor. He knows that the
incremental expansion of the Tau Empire will not last, and that
when one of the behemoth powers of the universe turn their gaze
upon this young race, they will perish. Like Farsight, he would throw it all away; his fame, status and
position, for a single cause. The protection of the Empire. He aims to penetrate deep into enemy
space, further than any exploratory vessel has ever travelled. To destroy the enemies of the Tau,
they need to strike where the balance is most precarious. The Venta Majoris sub-sector,
inconsequential until the recent Cadian wars, now holds the key to that sector of space. And these
breakaway Tau believe that they have the power, in the form of a new weapon, to turn the balance
in their favour. The traditional Tau see this as a threat to the status quo and, fearing the retribution a
vengeful Imperium would heap upon them for a strike such as this, are set to stop their renegade
brethren.
Tyranids
Hive Fleet Leviathan, the largest of all tendrils that clutch the
Imperium, has had several arms severed by the great wars that rage
across the galaxy. Isolated from the near limitless reinforcements of
the main Hive Fleet, the many splinter fleets that infest Venta Majoris
sub-sector are still distantly connected to the Hive Mind. Instead of a
reckless onslaught that they had once been a part of, they bide their
time for the arrival of the Leviathan, and show a keen interest in the
works of the Adeptus Biologicus, which have a strong presence in this
sub-sector. Their facilities in the region store vast quantities of
cadavers from a classified race of xenos hailing from the edges of the
galaxy, a race which could hold the key to the final defeat of the
Tyranids. The forces of the Hive Mind must stop this work, even if it
means harvesting every planet in the sub-sector to ensure their success. A success which could
ensure the fate of the galaxy.
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Section 3; Location, Location, Location
Venta Majoris Sub-Sector
This subsector is located to the galactic south of the fortress world of Cadia.
It is one of the key suppliers of this bastion against the darkness, and as such
has seen of several minor threats. But it has never suffered an invasion of
this scale.
Primary System; Venta System
Star; Venta Majoris (2.5x size of Sol)
Enpivin; Mining World; Worth 5 Victory Points
Years of strip mining and ore refining has made the surface of this planet
uninhabitable, a rolling wasteland of dead, grey ground dotted with the rusting
wrecks of old digging machines. Yet beneath the surface, work continues unabated,
caverns so large that cities have sprung up inside them, families of miners living and
dying without ever seeing the sun, worshipping the Emperors name through their
hard work at the rock faces.
Korsk; Mining World, main ore producer for Perdus; Worth 6 Victory Points
Korsk has fared far better than its sister mining planet Enpivin, strict laws set in place
by the Mechanicus to prolong its usefulness to the Machine-God have preserved its
atmosphere and surface. The core of the planet is being eaten away at a
phenomenal rate however, to better feed the forges of Perdus.
Hopta IV; Hive World; Worth 7 Victory Points
Hopta IV is a word of soaring hives sprawled across the surface of a once lush world,
green forests and flowing rivers replaced with steel towers and walkways. A harsh
world to grow up on, its people turn to the Emperor in worship to ease their lives,
Venta
Majoris
sub-
sector
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and in light of the threat descending upon them, turn their voices in earnest prayer
once more.
Volkh I; Military Civilized World, Seat of Power; Worth 9 Victory Points
The seat of power in the sub-sector, Volkh I is the home of the Imperial Governor,his highest military commanders, and a large PDF. It is a holy land, sanctified by Saint
Kay himself, and as such must be held against the forces of darkness encroaching
upon the Emperors worlds.
Volkh Secundus; Moon, Orbital Defense Base, massive nova cannon; Worth 6 Victory Points
This satellite of the seat of power of the sub-sector has a long and glorious military
history. Since the sub-sector was brought into the Emperors light by Saint Kay years
ago, it has defended its charge from enemies from within and without. Its cannon
has caused rebel fleets to scatter in fear, and its PDF have safeguarded Volkh I since
their inception.
Perdus; Forge World; Worth 10 Victory Points
The centre of the Adeptus Mechanicus presence in the sub-sector, Perdus is an
ancient Forge World, its dark depths driving the Imperial war machine in nearby
Cadia onwards.
Masali; Dead World, Quarantined by the Adeptus Mechanicus; Worth 6 Victory Points
Masali. The world is the basis of many and varied myths and superstitions in the
region, but what can be agreed on is that no one has set foot on the planet who
doesnt belong to the Adeptus Mechanicus, and none of them are willing to share
their secrets.
Secondary System; Dagon System
Star; Dagon Primaris (1.5x size of Sol)
Twin Star; Dagon Secondus (0.5x size of Sol)
Hera; Hive World; Worth 7 Victory Points
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Hera is a world covered in a perpetual blanket of filth and smog, acid rain from the
heavy industry of the hives lashing the streets, thunderstorms turning the highest of
the spires into super conducting spectacles. Yet in this dreary world, the Emperors
light shines strong, his people work for their beloved lord, and worship him with
their full hearts.
Garevo; Garden World; Worth 4 Victory Points
A garden world, land on Garevo is one of the most sought after purchases in the
sub-system. Ancient hive families have spent thousands of thrones to rent land for a
weekend, and millions for a month. It is a beautiful planet of rolling green hills and
azure seas, the wildlife similarly attractive and welcoming. How it will survive the
coming struggle is unknown.
Jurn; Mining World; Worth 5 Victory Points
Molov; Mining World; Worth 5 Victory Points
Jurn, along with its sister planet Molov, are two of the highest outcome mining
planets in the sub-sector. They are similar in many ways, their surfaces dotted with
the mouths of deep mine shafts, as well as the settlements for the mining families.
Recently however, the Imperial Inquisition has been looking into rumours of cult
activity on these planets, rumours which are increasing with frequency as the enemy
invasion draws near.
Valos; Cardinal World; Worth 7 Victory Points
The heart of the Imperial Cult in the sub-sector, Valos, is a shining beacon of the
God-Emperors power in the darkness of space. Hymns flow from floating cherubs
amidst the soaring cathedrals and spires, and the work population are dedicated to
copying the works of the many Saints for distribution to the masses of the sub-
sector. A devoted militia stand ready to repel the enemies of the Imperium, and
keep the broadcasting towers sending their messages of Imperial power throughout
the sub-sector and bolstering the hearts of its defenders.
Secondary System; Antropos System
Star; Antropos IV (9.8x size of Sol)
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Uralan; Chthonian Planet, Death World; Worth 3 Victory Points
This planet is a blasted landscape with no atmosphere to speak of. Its surface
resembles that of terrestrial planets such as ancient Terra, except for the complete
lack of dwellings or activity. A small population exists beneath the surface in
pressure sealed cabins, but they have little interaction with the world, manning
listening stations which supply the sector with much needed information.
Reillis Primaris; Hive World; Worth 7 Victory Points
A hive world dedicated to dangerous yet vital industry, it is a place that few choose
to live. Its soaring towers need constant maintenance because of acidic storms in
the lower atmosphere, and this is but one of the less dangerous jobs present on the
planet. Hundreds die each day, their bodies gathered and sent to Reillis Secundus
for internment. The rest of the population struggle on, indoctrinated to such an
extent that they believe their lives belong to the Emperor, and that to die in hisservice is the greatest of privileges.
Reillis Secundus; Grave World; Worth 3 Victory Points
A grim satellite of Reillis Primaris, this moon is where the dead of Reillis Primaris
take their final rest, their duty to the God-Emperor complete. The custodians of this
moon are a grim community, jaded to the promises of eternal life crowed by the
Ecclesiarchy as they watch body after body brought down from the sky, life after life
sacrificed to the God-Emperors industry.
Yourvika; Feudal World, Imperial Guard Recruitment World; Worth 4 Victory Points
Yourvika is a world which has been kept in a feudal state. This has been done to
better make the population ready for induction to the Imperial Guard regiments of
the sub-sector. Soaring mansions house the upper class, while the peasant class
make their living farming the earth of the world, giving their tithes to their superiors
and living a harsh life.
Namba; Death World, High Mineral Wealth; Worth 5 Victory Points
Covered in volcanoes, with new ones erupting from beneath the surface at a
moments notice, Namba truly earns its classification of Death World. Its people
mine the minerals which these eruptions reveal from the core of the earth, and as
such are a simple folk. The Ecclesiarchy is constantly attempting to bring the
population in line with the Imperial vision, a mission which has become more
difficult as the battle lines of the Black Crusade have drawn closer.
Lucan; Weapons Testing Planet, uninhabitable surface; Worth 6 Victory Points
Lucan rebelled against the Imperium one hundred years ago. It was brought back
under the wing of the God-Emperor after a brutal campaign of reconquest. In the
years since the fighting, the Imperial war machine has made an example of the
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planet, using it as a weapons testing planet. As such, its surface is uninhabitable, yet
despite this, it is of vital importance to the Imperial war effort.
Lucan Sigma; Moon, Forge Moon; Worth 6 Victory Points
This moon supplies many of the weapons tested on the surface of Lucan, creatingmore and more material for the Imperial Guard and Navy. The efforts of the Adeptus
Mechanicus on this satellite cannot be overstated, nor can the importance of Lucan
Sigma. Therefore its pressure sealed compartments must be held against the enemy
at all costs.
Secondary System; Inon System
Star; Inon (0.9x size of Sol)
Inon Primaris; Hive World; Worth 7 Victory Points
Inon Primaris is a hive world famous for the amazing reflective glass surfaces of its
upper spires, and infamous for the recidivist cells present amongst their population.
This recidivism has a limited impact on the control of the world as a whole, but deep
down in the plas-steel warrens of the hives, these cells are regrouping and gathering
their power, ready for the arrival of their gods.
Ortan Minor; Forge World; Worth 7 Victory Points
Ortan Minor is the smallest of the forge worlds present in the sub-sector. Despite
this, it provides a lot of the tools for Lamarno, its monolithic foundaries spewing
toxic fog into the atmosphere, a situation which would be a serious problem on any
planet whose controlling class still had organic lungs.
Lamarno; Agri World; Worth 4 Victory Points
The bread basket of the sub-sector, Lamarno is famed for its vast green tracts of low
rolling hills, and its free-roaming herds of Grox in their thousands. It is a paradise
which is divided into several large family heritage plots, and these families control a
food cartel whose power extends well beyond the sub-sector.
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Kabaal; Death World; Worth 3 Victory Points
A death world to rival Catachan, Kabaal is similarly forested, its dense ironbark trees,
a mutation of the ironbark gum from ancient Terra, block all scans from the planets
orbit, and the devastating storms make trips planetside difficult. As such, the
population are a hard bred bunch, adapted to living on their brutal world. Yet even
they dare not venture beyond the guarded walls of their compounds too often, lest
the dark forest claim their lives as well.
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Section 4; Dramatis Personae
Warzone Commanders
Order Disorder Other
Venta System Venta System Venta System
Redkommando Ascalam Lt Soundwave
Dagon System Dagon System Dagon System
Gromgor Ascalam King Pariah
Antropos System Antropos System Antropos System
BloodAngels Brother Ascalam keltikhoa
Inon System Inon System Inon System
AlmightyWalrus Ascalam Enigma Crisis
Reserve Commanders for Order;
ArcSoll
Reserve Commanders for Disorder;
Reserve Commanders for Other;
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Section 5; So What the Heck Do We Actually Do?
Initial Deployment;
At the beginning of the campaign, choose a system and a planet. This is where your forces
will be deployed. Do not stress about this too much, it is easily changed (see Travel below)
Battles;
Ah, the driving force behind the campaign. The crumping, as certain green faced friends of
ours would say. These mechanics will be presented in a system-by-system manner.
Warhammer 40,000;
Each battle that you fight in counts, affecting who controls the world, furthering your ownideals, or both. The size of the battle counts as well. A skirmish on the grasslands will not have the
same impact on Imperial Control as an Apocalypse scale battle in the heart of a hive. In addition to
the effect of battle size, when a battle takes place on a Forge World or a Seat of Power, battles
fought with the Cities of Death expansion have an increased impact. Additionally, for the first week
of the campaign, Planetstrike missions will also have an increased effect on the campaign.
Players in the other forces will be battling for something other than control of the region.
Tyranid players, you will wish to stay on a world and consume all the biomass available. If you fight
and win on a world for long enough, then you will succeed in stripping it of its value. Tau players will
be aiming for destabilisation and destruction in the region, if the enemies of the Greater Good arescattered and unable to strike back, the Tau can continue to grow. The Necrons have their own
agenda, based around raising the World Engine and deploying its power. These players will be
briefed by their warzone commanders on the particulars of their goals in those systems.
To report your battle, follow these steps;
Step 1; Record the system and planet of the battle, you and your opponents army lists,
battle set up, and who got first turn.
Step 2; Provide (at a minimum) a highlight moment from each players turn. A ridiculous
string of saves, a guardsman seeing of a daemon prince in combat, a khorne bezerker routing a
whole unit of necrons, whatever you think qualifies as a highlight from your turn.
Step 3; Record how the game ended, roughly which forces were remaining, which objectives
were met or controlled, and the Victory Point result. For Cities of Death and Planetstrike games,
record the result and which objectives were held and submit that result, and the warzone
commander will moderate the results into a Victory Point result.
Step 4; Submit these results to your warzone commander
Battlefleet Gothic;
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Battles in Battlefleet Gothic have a different impact to those of Warhammer 40,000. They
can affect anything from the insidious spread of chaotic influence to disrupting the enemies travel
plans. Due to its specialist nature, the warzone commander and campaign organizers will have
significant input on the results of the games.
To report any fleet engagements, follow these steps;
Step 1; Record you and your opponents lists and battle details (i.e. mission, objectives, etc)
Step 2; Record a highlight of each turn, just as in Warhammer 40,000
Step 3; Record how the game ended, roughly which forces were remaining and which
objectives were met or controlled
Step 4; Submit these results to your warzone commander, and they will have the ultimate
decision on the effect of the battle
Inquisitor;
Considering the nature of Inquisitor as a Role-Playing Game, if you wish to run a campaign of
this game in conjunction with the worldwide campaign, you need to discuss several things with your
warzone commander. You need to discuss the final goals of the campaign, the inquisitorial band
involved, and whichever other mechanics and desires you have in your campaign. Apologies for the
vague-ness of this entry, but given the malleable nature of an Inquisitor campaign, you can surely
understand the need for more communication in regards to this game.
Travel;
Every army has the ability to move across the cosmos, bringing battle to the enemy on any
planet, in any system. The mechanics of travel are quite simple. To travel one planet away, it takes 2
hours. To travel 2 planets away, it takes 4 hours. Three planets is 6 hours of travel time, and it
continues to increase in 2 hour blocks. While you are travelling, you cannot report any results of the
games that you play.
To travel between systems, there is a flat travel rate of 6 hours. You choose a planet in that
system which you will arrive at.
These are the steps you take when travelling;
Step 1; Inform your warzone commander where you will be travelling, and how long that
journey is
Step 2; Wait the length of travel time
Step 3; Inform the warzone commander of the system you are currently in (this will be the
same as before your travel if you are just going between planets, and it will be a new person if you
have travelled between systems) that you have arrived at your new location
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Step 4; Continue with the battles!
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Section 6; Anything Else?
Feel free to PM any of the organizers or to post questions in the World Wide Campaign
thread as you feel the need. Questions specifically related to these rules and the packet itself should
be posted in this thread, and Ill endeavour to keep the OP updated with the FAQs you guys have
and some answers for those. When enough FAQs have shown up, Ill edit the OP with an updated
packet. As the campaign drags on and other mission types become more important (similar to how
planetstrike is important in the opening phase) we will release new packets. So keep your eyes on
the thread, thanks for your interest, and we look forward to hearing from you all.