This is the thread that will be used for posting all the Intents, Reasons and Counter-Reasons for the Bad Blood online campaign.
Rules for the game can be found
hereTurn Order:
1. Larandil (Inquistor + Fallen)
2. Marb'ailtor (Imperial Guard)
3. Tomblord (Dark Angels)
4. Wraith Dragon (Space Wolves)
Notes:
Spotting the enemy- Spotting the enemy for the first time: This
must be done with an Intent, unless the enemy has already made its presence obvious with its own actions (i.e shooting at the player's forces, flying overhead in dropships, shouting and waving, etc...) Players cannot move their forces into an area near where the enemy are located and take it for granted that they spot them, though they
can use an Intent to move and try to spot the enemy (eg "My troops head for the ruined city to scout for the enemy") This only applies to the first time though, as after this troops on all sides will be more alert.
Movement- Moving: This must obviously be done with Intents, and both sides can give Reasons and Counter Reasons to try to increase/decrease how effective the movement is. Most likely these Reasons/Counter Reasons will make use of the area terrain, but other factors can apply. Umpires may choose to tell you specifically how far you can travel when they give their Result for the movement Intent, but that's up to them - sometimes, you'll decide for yourself (which of course must be based on the Reasons/Counter Reasons and the kind of Result you get.).
- If your partner agrees, you can make a joint-movement with both forces moving together. This is just to speed up the story. Both players can do this consecutively if they want.
- There's no need to write up each and every movement action individually, they can be 'saved' to combine them with actions in the next turn(s). This again is to speed up the story, there's no point in having loads of short posts describing various soldiers moving though various terrain. Naturally all movement
must be written up at some point.
Turn timeEach Intent should really be for an action that won't take longer than 3 hours. For actions that take longer, use multiple Intents. This is to keep players roughly in the same timeframe.
In combat situations though, Intents should be for actions that will take 30 minutes or less.
THE MAPIt's rough, so here's a quick guide to terrain:
- The standard terrain is fairly flat with sub-tropical vegetation - long grass and occasional bushes and trees. This is the dark green 'backround'.
- The two jungle areas both have dense undergrowth and very tall trees. The jungle canopy is very thick, so it is quite dark inside.
- The yellow-green areas in the north-west and south-east are marsh-lands.
- The central lake is several hundred feet deep.
- The city in the centre is ruined. Buildings are in various states of decay, and note that the map does not show exact locations, the 'buildings' are just representative. Also, half of the ruined city is over-grown where the jungle has invaded.
- The central large building is the temple that the Inquisitor is looking for.
HOW TO START - The Chaotics (Larandil and Marb'ailtor) can enter the map from any map edge. They can enter in their ships or on foot, as they choose.
- The Imperials enter via any
corner of the map. They are assumed to have made planet-fall some distance away, and so they don't come in their dropships.
- Make sure to include plenty of back-story (both from my intro and from your own invention) in the opening posts when the written part is to be done! The story needs to make sense. =)
So, as soon as Larandil is ready he can state his first Intent. When it's resolved I'll make another thread for the written bit.