A Vagaries of War Battlefleet Gothic Campaign
The rules of the this campaign are based on the campaign rules in the Battlefleet Gothic, "Big Blue Book", modified by Nate Montes' Vagaries of War campaign rules, from Battlefleet Gothic Magazine #17.
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Incursion Warfleet Balthazar
The Kellog Crusade
The Rules in Use...
Campaign Turn Sequence
1. Build-Up
3. Aftermath
Determine Initiative
Follow the standard rules (BBB, pg 150).
Roll for Incoming Orders
Follow the standard rules (BBB pg. 150), except that the type of battle is affected by the Attacker's current Renown. Until the Attacker achieves a Renown of 21+ the type of battle will always be a Raid.
Select Target System
The Attacker must select a location (system) for the next battle. Only a contested system (a system that contains ships of one or more adversaries) may be selected. If there is no contested system then continue to phase 4, Reposition Forces.
Fight Battle
Follow the standard rules (BBB pg. 151)
Claim System
Follow the standard rules for determining the spoils of war (BBB pg. 152).
Adjust Renown
Promotions & Demotions
Ship Experience
Repairs & Withdrawls
Make Appeals
Reposition Forces
From the second campaign turn on, the first phase in each campaign turn is to conduct the strategic movement of all capital ships and escort squadrons.
This step requires all players to simulataneously and secretly plot and execute the Moves of all capital ships and escort squadrons in their fleets, using the general movement rules below.
Decide Location
In initiative order, players decide which system the first, and each subsequent, battle will be fought in. A chosen system must contain opposing forces and be connected to a system that is controlled by at least one of those opposing players. Battles must be resolved for all contested systems before moving into the strategic turn's Aftermath procedure.
Fight the Battle
At the conclusion of a battle, each capital ship and escort squadron that took part on the losing side of that battle must first Move to the closest friendly-controlled system, player's choice when two or more systems are equidistant. All ships that took part on the victorious side of that battle remain and hence control the system they now occupy, for purposes of the remainder of the Aftermath procedure.
Aftermath
Follow the standard rules for resolving the Aftermath procedure, noting that a fleet that won a Raid scenario only controls the system it occupies for the remainder of the current campaign turn and must, at the conclusion of the Aftermath procedure, Move to the closest friendly-controlled system, player's choice when two or more systems are equidistant.
General Movement Rules
1. Build-Up
- Determine Initiative
- Roll for Incoming Orders
- Select Target System
3. Aftermath
- Claim System
- Adjust Renown
- Promotions & Demotions
- Ship Experience
- Repairs & Withdrawls
- Make Appeals
Determine Initiative
Follow the standard rules (BBB, pg 150).
Roll for Incoming Orders
Follow the standard rules (BBB pg. 150), except that the type of battle is affected by the Attacker's current Renown. Until the Attacker achieves a Renown of 21+ the type of battle will always be a Raid.
Select Target System
The Attacker must select a location (system) for the next battle. Only a contested system (a system that contains ships of one or more adversaries) may be selected. If there is no contested system then continue to phase 4, Reposition Forces.
Fight Battle
Follow the standard rules (BBB pg. 151)
Claim System
Follow the standard rules for determining the spoils of war (BBB pg. 152).
Adjust Renown
Promotions & Demotions
Ship Experience
Repairs & Withdrawls
Make Appeals
Reposition Forces
From the second campaign turn on, the first phase in each campaign turn is to conduct the strategic movement of all capital ships and escort squadrons.
This step requires all players to simulataneously and secretly plot and execute the Moves of all capital ships and escort squadrons in their fleets, using the general movement rules below.
Decide Location
In initiative order, players decide which system the first, and each subsequent, battle will be fought in. A chosen system must contain opposing forces and be connected to a system that is controlled by at least one of those opposing players. Battles must be resolved for all contested systems before moving into the strategic turn's Aftermath procedure.
Fight the Battle
At the conclusion of a battle, each capital ship and escort squadron that took part on the losing side of that battle must first Move to the closest friendly-controlled system, player's choice when two or more systems are equidistant. All ships that took part on the victorious side of that battle remain and hence control the system they now occupy, for purposes of the remainder of the Aftermath procedure.
Aftermath
Follow the standard rules for resolving the Aftermath procedure, noting that a fleet that won a Raid scenario only controls the system it occupies for the remainder of the current campaign turn and must, at the conclusion of the Aftermath procedure, Move to the closest friendly-controlled system, player's choice when two or more systems are equidistant.
General Movement Rules
- Ships may freely move from the system they occupy to a connected system.
- Each ship that wishes to move beyond a connected system must pass a Leadership test.
- For the purposes of this test, Leadership is reduced by Distance - 2, where Distance is the number of systems entered.
- For example, if a Leadership 7 ship wished to move from Hellespont to Omicron XIX, a distance of 3, it would have to pass a Leradership 6 test (7 - (3 - 2)). If a Leadership 9 ship wished to move from Agros to Pantry, a distance of 6 via Hearthstone, it would have to pass a Leadership 5 test (9 - (6 - 2)).
- A ship that fails this test must stop in the first system entered, regardless of who currently controls it.
The Story So Far...
The First Battle of Tephilus Prime
Launching his sacred endeavour to cleanse the Kellog Sector of Chaos taint, Lord Inquisitor Cortez chose to target Tephilus Prime, a hive world in the Bracinia Sub-Sector. In support of their initial assault, the overseers of the Kellog Crusade made sure supplies were staged in-system, accordingly, by vectoring a supply convoy through the inner biosphere. Having been alerted to the arrival of Imperial forces, Warmaster Balthazar, himself in-system aboard the DESPOILER class battleship BLOOD TALON, and knowing his meager forces were of no match against the larger Imperial host, sent a light force of attack craft, deadfall torpedoes, and the cruisers UNFORGIVEN and DAMNATION'S FURY to attack the Imperial convoy. Strung out as they were along a flanking asteroid belt, the Chaos attack was piecemeal and only managed to destroy two convoy transports before suffering the loss of both the UNFORGIVEN and the DAMNATION'S FURY. |