Thanks for the interest SneakySly,
Now.....this is most definitely a work in progress. I came up with the idea when designing a RT trader campaign. I really wanted the idea of a massive background dynasty to be churning away behind the main play, and kind of have a simple "sim empire" at the end of each session. Getting my hands on the BC book immediately had me modifying my system.
The way it works is that players will use acquisition tests to bolster their resources on each world. Each world will offer unique units, as well as a core denoted with "all" in origin, that can be transferred to different systems if the Heretics have a void ship, or some other means of transport. In addition, the plot can reward the player with Unique Crusader Units. In the example workbook, it seems as though our heretics have rallied the Xurunt at the Scarred Steppe, possibly by bringing down waves of savage allied Ork Freebooters and Berin Mercenary Greenskins (tough and not as gaudy as the freebooters). In addition, Heavy Aether Craft from Q'Sal are supporting the efforts from the skies, raking the enemy with arcane shells and bolts of energy.
So....who cares? The whole purpose is to make opposing infamy tests against rival factions in each planetary territory. Each unit has stats which will combine with random numbers to generate an infamy bonus for each opposing warlord. After each "Conquest" after game phase, each unit will loose a subtract a random number (first column in attrition) AND add a random number (second column) to its status percent to a max of 100%. For a unit to contribute its Infamy bonus it must roll equal to or under its status on a d100.
If the difference in attrition values is equal to the units Break (BRK) value, the unit immediately leaves your service for any number of reasons. The first four columns represent the scale of acquistion. For each step up the scale, the units starting status increases by 25%.
The second workbook is kind of my workbench, where I have written down random ideas for core, planetary and unique units. I have yet to set the stats up, but my group will eventually have a warband spread out across many territories in a dozen systems. There are however going to be NPC warbands with similar forces that will compete for resources. Lastly, acquistion of resources will be tied to certain systems. So in rolling for that large amount of flak armor it is up to the player to decide which battlefield to send it to, or move one of their void ships to transfer it.
Where the acquistion roll is made will affect how difficult a resource is to acquire. So for example, a player can acquire Barons of Forge Polix at the Hallows, but must figure out how to get them to their battlegrounds on the Flaming Tomb. Remember to that this is on a grand scale. I'm sure a group of Barons of Forge Polix could find their own way across the Vortex, but their entry encompasses dark archeotec labs, legions of serfs, equipment, mobile laboratoriums, etc.
The mechanics still need some major tuning, so any input would be great. Also, the warband represented in the Scarred Steppe example would already be of considerable Infamy. A starting warband may have just a handful of core units on only a few battlefields.