Map: Gemini

Medium map suitable for moderate games, up to 9 players

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3050. Warp

In transit

Warp
Neighbors: Gemini Deep Space


System: Gemini

The Gemini system in Segmentum Obscurum harbours only a single valuable planet. Named Bevins Planet after the Dark Age explorer that discovered it, it has been a normal Imperium world for millenia, with only a single civil war to mar its record of peacefulness. Recently, however, concern has risen over increased Warp fluctuations in the nearby Immaterium.

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3044. Gemini Deep Space

In the depths of Gemini space

Deep Space
Neighbors: Warp, Bevins Planet Orbit Dusk, Bevins Planet Orbit Dawn, Bevins Planet Orbit Zero


Planet: Bevins Planet, Longitude Zero

The continent surrounding White Lake, and the original first city on the planet, has long been the seat of the planetary Imperial Commander.

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3001. Gemini City

Site of first planetfall, many millenia ago, and still the seat of the planetary Imperial Commander. The government of Bevins Planet is only nominally centralized; Most of the day-to-day governance is handled by the Great Houses, hereditary Barons that each rule a sector of the planet

City, Spaceport
Control: Black Tide (Tyranids)
Neighbors: New Charon, Marduk, White Lake, Trabizond, Pallas

3002. Pallas

A white glass city of tall, slender spires. Also the financial centre of Bevins Planet.

City, Spaceport
Control: Neutral
Neighbors: Frozen Hills, Cimmeria, New Charon, Gemini City

3003. Trabizond

Situated high on a rocky peninsula, the city of Trabizond broods over the water like a malignant bird. It is a gloomy and cheerless place, where life is cheap and vices expensive.

City, Spaceport
Control: Black Tide (Tyranids)
Battleforces: Schwarzer Schwerkäse (Black Tide), Durian Cheese (Black Tide)
Neighbors: Andrades, Serpens, Marduk, Gemini City

3004. Piedmont

At the foot of the Neuf Alps mountains, Piedmont is a centre for winemaking on Bevins world. Also, many mines deep in the mountains still return the occasional nugget of rare metal, but millenia of mining has left this a dying industry.

City, Spaceport
Control: Hammer Of Justice (Daemonhunters)
Neighbors: Stone Gate (4+), Savan, Grey Isle (3+), Atlas (3+), White Lake

3005. White Lake

Generally considered the most beautiful countryside on the entire planet, the lake shore is dotted with idyllic villages and the mansions of the rich.

Control: Hammer Of Justice (Daemonhunters)
Battleforces: Hammer Of Justice (Hammer Of Justice), Sword Of Truth (Hammer Of Justice)
Neighbors: Savan, Atlas (3+), New Charon, Marduk, Piedmont, Gemini City

3006. Marduk

The rough, broken lands of Marduk is home to a sect of religious fanatics; Since they pay their taxes, and burn Imperial Arbiters that try to muster recruits, they and their land is generally left alone.

Control: Neutral
Neighbors: Atlas (3+), Serpens, White Lake, Trabizond, Gemini City

3007. Serpens

The narrow lands south of Trabizond is frequently racked by storms that can uproot forests. As a consequence, the land is mostly blasted heath, and the few villages that dot the territory are half underground.

Control: Neutral
Neighbors: Andrades, Storm Point, Marduk, Trabizond

3008. Storm Point

The circum-polar storms are nowhere more ferocious than at storm point, making it the ideal place to construct huge wind turbines. The Storm Point power stations supply most of the electrical power consumed in Trabizond and Gemini City.

Control: Spaceballs (Imperial Guard)
Battleforces: Spaceballs
Neighbors: Serpens

3009. New Charon

The land here is crisscrossed by rivers and small streams, and frequent rainfall ensures that there is always a flooding somewhere in the area. The farming is excellent, if one don't mind getting ones feet wet.

Control: Hammer Of Justice (Daemonhunters)
Neighbors: Savan, Cimmeria, White Lake, Pallas, Gemini City

3010. Cimmeria

A cold, conifer-covered land, with a few hunter-gatherer tribes clustering around the huge Samoyed Sea, an inland salt-water sea that doesn't quite freeze over in the winter, and which is host to a rich fish life.

Control: Hammer Of Justice (Daemonhunters)
Neighbors: New Charon, Pallas

3011. Atlas

A mountaineous region, with a plethora of abandoned mines telling a tale of a richer past.

Control: Hammer Of Justice (Daemonhunters)
Neighbors: Grey Isle (3+), Marduk, White Lake, Piedmont

3012. Grey Isle

The Isle is named for the color of the mountains rising out of the seafog when one arrives by boat. It is the home of a monastic order, said to be safeguarding some ancient relic. The monks are quiet on the matter, and they have the support of the Imperial Commander and a full regiment of Imperial Guard to ensure that their privacy is respected.

Control: Hammer Of Justice (Daemonhunters)
Neighbors: Atlas (3+), Piedmont (3+)

3013. Savan

The wide, flat grass plains of Savan are home to wild horse-equivalents, and grazing grounds for great herds of cattle that are rounded up every autumn.

Control: Neutral
Neighbors: Stone Gate (4+), New Charon, White Lake, Piedmont

3014. Stone Gate

The peninsula is blocked by a mountain range, and only a few passable roads (along the coast, and through a high, central pass) leads from the central continent to the Dawn lands.

Control: Hammer Of Justice (Daemonhunters)
Neighbors: Cuzco (3+), Pellucidar, Savan, Piedmont

3040. Bevins Planet Orbit Zero

Low orbit over Bevins Planet Zero Longitude

Orbit
Neighbors: Bevins Planet Orbit Dusk, Bevins Planet Orbit Dawn, Gemini Deep Space


Planet: Bevins Planet, Dawn Longitude

Two continents joined by a narrow Isthmus: The northern was once a lush and fertile plain, but since the Civil War, and the Orbital Plasma Strikes, it is known only as the Dead Lands. The southern continent is an arid and mountainous land, where great herds of meat animals graze.

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3015. Pellucidar

The two cities Pellucidar and Mordechai are ruled by long-time rival Houses, and their disagreements have frequently escalated to shooting wars; The Isthmus separating them is therefore war-torn and densely fortified. Pelludicar's strength lies in the populous southern continent Paseo

City, Spaceport
Control: Hammer Of Justice (Daemonhunters)
Battleforces: Knights Of Hope
Neighbors: Cuzco (3+), Paseo, Mordechai

3016. Mordechai

Rival of Pellucidar, the strength of Mordechai lies in the fanatical devotion and extreme training of the Mordechai Death Troopers. Trained, some would say brainwashed, practically from birth, the Troopers are the finest soldiers produced on Bevins Planet, and each is easily the match for a platoon of Pellucidan peasant conscripts.

City, Spaceport
Control: Ultramarines (Space Marines)
Battleforces: Battleforce Auxilium
Neighbors: Fell Coast, Ash Waste (2+), Pellucidar

3017. Paseo

The great plains of Paseo is the breadbasket of the planet; It is extremely fertile thanks to the great rivers that lead from the volcanic slopes of Cuzco to the Timorese Ocean.

Control: Hammer Of Justice (Daemonhunters)
Neighbors: Fish Edge, Shark Bay, Cuzco (3+), Pellucidar

3018. Cuzco

The majestic Cuzco mountain range stretches down the west coast of the Paseo continent. It is sparsely populated by hardy mountain-folk. Frequent volcanic eruptions makes life here a chancy proposition.

Control: Hammer Of Justice (Daemonhunters)
Neighbors: Shark Bay, Paseo, Pellucidar, Stone Gate (4+)

3019. Shark Bay

The waters around the southern tip of Paseo teems with marine life; The great Armoured Sharks that feed off the fish here grow so large that only floating factories dare sail the waters.

Control: Hammer Of Justice (Daemonhunters)
Neighbors: Cuzco (3+), Paseo

3020. Fish Edge

On the east coast of Paseo, the water is shallower, and less hospitable to the great Sharks that otherwise plague the deep seas. This has allowed a thriwing small-vessel fishing industry to spring up along the coast here.

Control: Neutral
Neighbors: Paseo

3021. Ash Waste

Once a fertile plain, now a poisoned waste. The Civil War in 38711 escalated to the use of small-scale Atomics, leaving and entire continent permanently blighted. Nothing remains of the House that fired the nukes - the horror of the attacks led the other Houses to unite, and authorize the use of the Orbital Defence platforms (normally under the Planetary Commander's direct control, and for use against attacking spaceships).

Control: Ultramarines (Space Marines)
Battleforces: Sicarius' Taskforce
Neighbors: Sorrow's End (2+), Bone Coast (2+), Fell Coast (2+), Glowing Hills (2+), Mordechai (2+)

3022. Glowing Hills

Before the Civil War, this was the seat of the House Bannermann. The atomic weapons used in that conflict has left the land radioactive, and mutations are common among the few people and animals that remain.

Control: The Fists of Wrath (Space Marines)
Battleforces: The 2nd Company
Neighbors: Sorrow's End, Ash Waste (2+)

3023. Fell Coast

Low-level radiation and toxic residue from the Civil War has left this area mostly abandoned, except for a few hardy pioneers, outlaws and misfits.

Control: Ultramarines (Space Marines)
Neighbors: Bone Coast, Ash Waste (2+), Mordechai

3024. Bone Coast

Like Fell Coast to the south, this land fell into decline after the Civil War. Spared the horror of Fallout, it was still left isolated after the fall of the cities, and a few harsh winters caused by atmospheric dust was enough to cause starvation, plagues, and a general exodus to gentler climates. It was always a cold, dark and inhospitable region, and now it is considered cursed, too.

Control: Ultramarines (Space Marines)
Battleforces: 3rd support force
Neighbors: Sorrow's End, Fell Coast, Ash Waste (2+)

3025. Sorrow's End

Before the Civil War, this was the seat of the House Aberysth. The retaliatory Plasma Strikes gouged massive craters where once stood a mighty city, and the secondary firestorms razed the land for miles around to bare ashes. Now, it has grown back in, and is fertile wild forest. It is under the direct jurisdiction of the Planetery Commander, who mostly ignores it.

Control: The Fists of Wrath (Space Marines)
Neighbors: North Bight, Bone Coast, Glowing Hills, Ash Waste (2+)

3041. Bevins Planet Orbit Dawn

Low orbit over Bevins Planet Dawn Longitude

Orbit
Neighbors: Bevins Planet Orbit Dusk, Bevins Planet Orbit Zero, Gemini Deep Space


Planet: Bevins Planet, Dusk Longitude

The great mountain range Crater Ridge dominates this continent. It is formed both by ancient tectonics, but also by the impact of two large meteor impacts a few hundred thousand years in the past. Scientists speculate that these impacts led to the extinction of an earlier order of life on the planet.

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3026. Port Andromeda

Established as a Spaceport by the Second Colony Ship back in the dark ages, it has since grown into a full city state in its own right. There is some level of rivalry between the Andromedans and the Geminis, but it usually stays at the level of jokes ('How many Andromedans does it take to charge a power cell?' 'Two - one to forget it in the sun, and one to stumble over it a week later') and sports (the Planetary Cup finals is frequently a close match between the Andromeda Stars and the Gemini Brethren).

City, Spaceport
Control: Ulthwé (Eldar)
Neighbors: Rock Bay, Tundra, Frozen Hills

3027. Cathay

A city of Brass and Golden roofs, wealthy and cosmopolitan.

City, Spaceport
Control: Ulthwé (Eldar)
Battleforces: Eldrads Pride (Ulthwé), Mean Istaur (Ulthwé)
Neighbors: West Timor (3+), East Timor (3+), Half Moon, Crater Ridge, Pillars

3028. Ten Eik

A minor citystate before the Civil War, it was shadowed by the two great powers across the gulf. After the war, its population swelled by the thousands of refugees, it is larger, but still a squalid place where the 'fugee descendants live in the poor outlying neighborhoods as second-class citizens

City, Spaceport
Control: Neutral
Neighbors: Half Moon, North Bight, Crater Ridge, Steppes

3029. Frozen Hills

North of the polar circle, in darkness half the year, the Frozen Hills has little to recommend it. A few science stations and winter-sports resorts lie along the Port Andromeda - Pallas Maglev railroad, noone calls this land their home

Control: Black Tide (Tyranids)
Battleforces: Vanguard
Neighbors: Port Andromeda, Pallas

3030. Tundra

Dark half the year, and cold all the year, the Tundra regions have nothing to recommend them. There is a notable stone temple built in a valley, raised millenia ago and long abandoned. It is considered a planetary treasure, but superstitious Andromedans also consider it haunted by ghosts of dark age monks.

Control: Ulthwé (Eldar)
Neighbors: Rock Bay, Steppes, Port Andromeda

3031. Steppes

The wide open steppes of the northern Dusk continent are freezing in winter and sweltering in summer. There is large-scale industrial agriculture here, but it is mostly mechanized, so the human settlements are small, and far between.

Control: Ulthwé (Eldar)
Battleforces: Sword of Kaine (Ulthwé), Tear of Isha (Ulthwé)
Neighbors: North Bight, Crater Ridge, Rock Bay, Tundra, Ten Eik

3032. Rock Bay

The craggy fjord-filled coastline south from Port Andromeda rise to the south, becoming a majestic mountain range. The land is rough, and forest-covered.

Control: Spaceballs (Imperial Guard)
Neighbors: Crater Ridge, Pillars, Steppes, Tundra, Port Andromeda

3033. Pillars

The tallest mountains on bevins Planet, the Pillars are an impressive sight. They lie almost on the equator, yet half their height is permanently covered in glaciers. At the mountain peaks, air is too thin for humans to breathe.

Control: Spaceballs (Imperial Guard)
Neighbors: Andrades, Crater Ridge, Rock Bay, Cathay

3034. Crater Ridge

The mountain range of Crater Ridge was long ago struck by meteors, leaving a characteristic circular valley with an inland sea at the bottom. The lands between the mountain range and Cathay in the south are deserts - beautiful, but dry and mostly empty of life.

Control: Spaceballs (Imperial Guard)
Battleforces: Spaceballs 1.2
Neighbors: Half Moon, Pillars, Rock Bay, Steppes, Ten Eik, Cathay

3035. North Bight

A cold land, covered in needle forests, inhabited by the descendendants of refugees from the Civil War eking out a modest existence.

Control: The Fists of Wrath (Space Marines)
Battleforces: The 1st Company
Neighbors: Steppes, Ten Eik, Sorrow's End

3036. Half Moon

The Half Moon bay is littered with small to tiny tropical islands, making it both a favorite resort for the rich ('A private Half Moon island' is the ultimate status symbol), and a haven for water pirates

Control: Spaceballs (Imperial Guard)
Neighbors: Crater Ridge, Ten Eik, Cathay

3037. Andrades

the island chain known as the Andrades connect the Central and the Dusk continents. It is mostly tropical jungle and perfect white beaches, but is plagued by well-connected pirates that prey on the ocean-going carriers that cross from the Central Ocean to the Timorese Sea

Control: Neutral
Neighbors: Pillars, Serpens, Trabizond

3038. East Timor

The island Timor is large enough to be considered a small continent by itself, and it has a long history to match. East Timor was settled by a splinter faction of the First Colonists.

Control: Spaceballs (Imperial Guard)
Neighbors: West Timor, Cathay (3+)

3039. West Timor

West Timor was settled by a splinter faction of the Second Colony Ship, and has been in conflict with the easterners ever since. No sane mainland House has wanted to intervene in the constant low-key war, since the only thing the Timorese hate more than each other is outsiders.

Control: Spaceballs (Imperial Guard)
Neighbors: Cathay (3+), East Timor

3042. Bevins Planet Orbit Dusk

Low orbit over Bevins Planet Dusk Longitude

Orbit
Battleforces: Cabal of the Five
Neighbors: Bevins Planet Orbit Zero, Bevins Planet Orbit Dawn, Gemini Deep Space