# Prima Gemma Campaign System
note: this is all subject to change and a WIP
## Page 1: Process Flow
### Campaign Sectors
**4 Strategic Waypoints:** North, East, South, West (All Neutral at start of campaign)
**5 Great Hives:**
- **Hive Adamas** - Loyalist Capital (Loyalist Strong)
- Eastern Waypoint must be captured to assault
- **Hive Alexandrite** - Traitor Stronghold (Traitor Strong)
- Western Waypoint must be captured to assault
- **Hive Kyaneos** - Food Control (Neutral)
- Southern Waypoint must be captured to assault
- **Hive Rubeus** - Titan Legion (Neutral)
- Northern Waypoint must be captured to assault
- **Hive Spinella** - Orbital Elevator (Neutral)
- 3 of 4 Strategic Waypoints must be captured to assault
### 11-Session Victory Conditions
#### Sessions 1-3: Footholds (500-1000pts)
* Can only assault Strategic Waypoints
#### Sessions 4-8: Great Hive Wars (1250-2250pts)
- Great Hives can now be assaulted
#### Sessions 9-11: Decisive Battle (2500-3000pts)
- Final push to control Prima Gemma and set the stage for Season 3
---
## Core System: Sector Control
Each Sector has one Control rating:
**Loyalist Strong ← Loyalist ← Neutral → Traitor → Traitor Strong**
| **Control** | Strategic Waypoint Control Score (CS) | Great Hive Control Points (CS) |
| ----------- | ------------------------------------- | ------------------------------ |
| Strong | CS > 10 | CS > 20 |
| Controlled | CS > 5 | CS > 10 |
| Neutral | CS < 5 | CS < 5 |
If a Controlled Sector is not assaulted during a session, it will move from Controlled to Strong (regardless of CS it will move to 10 or 20 depending on the Sector Type). A Strong Sector will remain at its current level if left not assault during a session.
---
### Assault Strategy (Pre-Game)
Players **secretly** select one strategic approach before battles:
| **CHOICE** | **IF YOU WIN** | **IF YOU LOSE** |
| ---------------------- | --------------------------- | ------------------------------ |
| **🎯 All-Out Assault** | CS +2 for Attacking Faction | CS +1 toward Defending faction |
| **🛡️ Steady Advance** | CS +1 for Attacking Faction | No impact to CS |
| **💥 Scorched Earth** | CS -2 for Defending Faction | CS -1 for Attacking Faction |
### Battle Scoring
| **DEFENDER CONTROL LEVEL** | **ATTACKER REQUIREMENTS** | CS Scored for Attacker Victory | CS for Defender Victory |
| -------------------------- | --------------------------------------------------------------------- | ------------------------------- | ----------------------- |
| **Major Vicotry** | Attacking score must be 125% of Defender's Score to Win | +3 | +1 |
| **Victory** | Attacking score must be 110% of Defender's Score to Win | +2 | +1 |
| **Minor Victory** | Victory with Attacker Score being 110% or Less of the Defenders Score | +1 | +1 |
Impact of Control Levels
| **DEFENDER CONTROL LEVEL** | **ATTACKER REQUIREMENTS** |
| -------------------------- | --------------------------------------------------------------------- |
| **Strong** | Attacking player must win a Major Victory to be considered the Victor |
| **Controlled** | Attacking player must win a Victory to be considered the Victor |
| **Neutral** | A win is a win |
**Example:** Attacker selects an enemy Controlled Sector and wins by 135%. Since this is a Major Victory they have won the battle, scoring 3 CS. They selected All-Out Assault granting another 3 CS. Resulting in 6 points being added to the Faction's Control.
At the end of the session, the total Faction Score earned in each sector is calculated and applied against the Defending Faction's Control Score. Negative CS modifiers take away from this total but do not carry over from session to session.
You cannot have a negative Control Score of a sector at the start of a session unless otherwise directed.
---
## Weekly Administration (2 minutes)
**Before Session:**
1. Collect strategic choices
2. Apply great hive special abilities to armies
**After Session:**
3. Record battle results + strategic choices
4. Update control tracks (battle result + choice effect)
5. Note character developments for narrative
Example:
| Sector | Loyalist CS | Traitor CS | Control Level |
| ----------------- | ----------- | ---------- | --------------- |
| Hive Adamas | 20 | 0 | Strong Loyalist |
| Hive Alexandrite | 0 | 20 | Strong Traitor |
| Hive Kyaneos | 0 | 0 | Neutral |
| Hive Rubeus | 0 | 0 | Neutral |
| Hive Spinella | 0 | 0 | Neutral |
| Eastern Waypoint | 10 | 0 | Strong Loyalist |
| Western Waypoint | 0 | 10 | Strong Traitor |
| Southern Waypoint | 0 | 0 | Neutral |
| Northern Waypoint | 0 | 0 | Neutral |
---
## Page 2: Special Rules & Mechanics
Great Hive Control Modifiers (Strong Control Required)
- Adamas:
- From 1250 points onwards, players get 2 Asset Points to bring Battlefield Assets onto the table.
- From 2000 points onwards, players get 3 Asset Points to bring Battlefield Assets onto the table.
- At 3000 points, players get 5 Asset Points to bring Battlefield Assets onto the table.
- The player must belong to a faction that has a Strong Control of Adamas
- See The Isstvan V Dropsite Massacre - Part 1 - Page 40 through 43
- Alexandrite: Access unique Dark Age equipment between sessions
- From 1250 points onwards, players get 2 Asset Points to bring Battlefield Assets onto the table.
- From 2000 points onwards, players get 3 Asset Points to bring Battlefield Assets onto the table.
- At 3000 points, players get 5 Asset Points to bring Battlefield Assets onto the table.
- The player must belong to a faction that has a Strong Control of Alexandrite
- See The Isstvan V Dropsite Massacre - Part 1 - Page 40 through 43
- Kyaneos:
- Enemy players roll a D6 resulting in the following Negative Impact to their force for that Session. This cannot be ignored by any Legion or Unit special rules.
- 1: LD (-1)
- 2: LD (-1)
- 3: LD (-1)
- 4: CL (-1)
- 5: CL (-1)
- 6: CL (-1)
- The player must belong to a faction that has a Strong Control of Kyaneos.
- Rubeus: Death from Above (and afar)
- A single Player may use the "*Guns of the Conqueror*" reaction found on page 191 of the Liber Hereticus.
- This reaction can only be used once per session, and requires **2** reaction points despite what is stated in the Liber Hereticus.
- A player must belong to a faction that has a Strong Control over Rubeus
- Spinella: A Gift from the Heavens
- Players may use the "*Guns of the Conqueror*" reaction found on page 191 of the Liber Hereticus.
- This reaction can only be used once per game, per player and requires 3 reaction points as stated in the rules.
- The player must belong to a faction that has a Strong Control of Spinella
_"Victory in the Aeternum Sector belongs not to those who win a single battle, but to those who understand the web of influence that binds together the hearts, minds, and supply lines of an entire world."_ - Strategic Doctrine, Aeternum Campaign
_"Eight hives of stone and metal pierce Prima Gemma's frozen wastes. From mighty Spinella's orbital spire to humble Beryllos' mining shafts, each represents a fragment of humanity's strength. The fate of the Aeternum Sector will be carved in ice and written in the blood of those who dare claim them."_ - Patrick Stella, Remembrancer