Moon 24
Moon 24 is an inhospitable planetoid orbiting one of the larger gas giants and making regular passes through one of its belts, making navigation to it difficult. Add to this a thin toxic atmosphere and one might wonder any one would go there. Back in the long-lost past, it was inhabited, and was a productive fuel-prossessing site. Through war and time it was lost to the known universe.

With mounting pressure from the Cartels over the problem of the Plonder system, Sector Governor Joavan Vulsin was forced to act. Octor Mylelis, one of the few remaining Inquisitors left in the Sector, had recently uncovered information leading him to believe that a small far flung moon in the Plonder system was harboring a small band of renegade marines. Armed with this information, Joavan Vulsin saw an opportunity to quiet the Cartels without threatening the Rho delegation. He gave Inquisitor Mylelis two small detachments of Marines to deal with this renegade threat.
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Chaos VP
Marine VP
M1
Mb
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Ma
Ca
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home
Bloody canyon
Wailing hills
Caves of woe
Plains of sacrifice
The campaign is divided into week-long turns. During each turn, each player will move, attack and resolve combat. At the end of each week, the GM will draw a random event card and roll for initiative for the next week, as well as post up current victory points.


Turns:
Each turn will be a week long. In that week, it is up to each player to get all relevant information to the GM in a timely manner. Each turn is divided into several segments: Initiative, Random Event, Movement and Combat Resolution. If, for some reason, the player fails to get the GM relevant information, they may be held in forfeit of that turn.

Initiative:
Each turn, the GM will assign a randomly generated Initiative per side. The side with the winning Initiative will move first. This can be both good and bad, as you can attack first and pin enemy units down, but the enemy will get to see were you are going and react to you.

Random Event:
At the end of each turn the GM draws a new Random Event card for each side. Some will be play immediately at the start of the next turn, while others can be held by the players to be used when they see fit. Random Events can be any thing from reinforcements to freak weather.

Movement:
Starting with the side that won Initiative, each side moves all their units. Each unengaged unit can move up to two contiguous locations. You automatically gain control of any unoccupied location you move through. You may not stop on a location with another unit in it unless you are attacking. You may not move through an enemy-occupied location.

Attacking:
Simply use your movement to end on an enemy-occupied location to declare your attack. The enemy unit is now engaged. No more than one unit may attack an enemy-occupied location a turn.

Resolve Combat:
After all movement and attacks are issued it is time to play 40K. The GM will assign Missions and the amount of points to be played. Each player will then play their game against any opponent they can find locally. it will add to the feel and fluff if you can match your local opponent army to the one you face in the campaign. but that is not necessary. The GM will need an army list of both you and your opponent and the victory point totals of the game. This will then be compared to the victory point totals of your opponent in the campaign. The results will then be applied.

Endurance Level (EL):
Endurance levels are an abstract measurement of how combat-ready an army or unit is. They take into account things like food, ammunition and casualties. Each unit on the map is a much larger force than what you use on the table. Each game you play is one small battle amongst many stretching over a large area. You might look at them as the key battle in that particular location, but not the whole battle in itself. This is why each player might have an overwhelming victory and the battle as a whole end as a stalemate. Each unit on the map will have an EL set to it. This will go down every time you fight, faster if you lose. When it reaches 0, that unit is no longer effective in combat and is removed from the game. It does not mean they were wiped out, but either way the unit is no longer in the game.

Loss of ELs is as follows:
Each Combat -1
Combat Results (apply one):
       Draw            -0
       Minor Loss      -1
       Major Loss      -2
No Fallback Point -2 (see below)


Losing a Battle:
Attacker: if you tie or lose a battle, your unit falls back to the location it was last in.
Defender: if you lose a battle, you are forced out of the location you are in into an adjacent location that is not already occupied and is not the location from which the attacker just came from. If you have no place to fall back to, take an additional -2 ELs. If you survive that, stay in the location you are in and force the attacker back.

Winning:
Each location has a point value determined by strategic value. The game will last 8 weeks; whomever controls the most points holds the strategic upper hand and will be declared the winner.
RULES
Battle at that Location
After battle reports
Chaos EL
Cb: 2EL
Ca: 1EL
C2: 0EL
C1: 2EL
Marine EL
M1: 4EL
M2: 2EL
Ma: 3EL
Mb: 2EL
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