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An Imperial Guard Warhammer 40,000 Blog, with the occasional deviation.

Now with added NECRON!!
WARNING! Slight Warzone: Resurrection, after taste.

Tuesday, 22 December 2015

A Prison for Gods: A Task Realised.


***

The Four keys: -
Intercepted Transmission. 

Decryption Duct: A##31
Decryt Casualties: 67
Grade: Alpha Crimson

It is time to reveal to you the extent of our endeavours here in the Faustian Sector.  Our benefactor, though alien, has allowed me to explain the next phase of the operation.  If successful, this will allow not only Imperial interests in the sector to strengthen, but for those assisting to be smothered with riches and glory.

The goal of the operation is to gain entrance to an ancient place, locked within its own pocket dimension before the Emperor himself walked the dust of Ancient Terra. Among many other things, within this place, this Duat’Deh, are many treasures in the form of technology, riches and knowledge.

To gain access, we need to investigate and locate keys.  Four of them.  These keys are essentially bound C’tan, creatures of terrifying power yet as far from Daemonic as can be.  Though bound, they will be difficult to locate and harder to access thanks to their inbuilt defense matrixes: The C’tan shards themselves.  They literally do not want to be used.

The keys will affect all sentient life in the region around it.  Even going so far as affecting the weather or even reality itself. Look out for rumours of odd behaviour among the locals, events that may point to the location of a key and apply all forces available in its capture. Below is some details regarding the keys, which may help.

We must possess at least half of these Keys to have any chance of breaching entry into the Duat’Deh!

Inquisitor Yvassilli Craven




The Mist Walker
Uhsen’Relah, the C’tan known for it’s use of the local weather patterns.  This Shard Key may affect the local moisture levels to dangerous degrees.  Look for any build up of water or odd weather.

The Never Ended
Derth’Sanykk, a fearsome C’tan known to for its resilience.  Literally un-killable.  I have been instructed to be on the look out for any obvious extensions of life, or such “miracles” in the Faustian Sector.

The Frozen Rage
Sezalak, the Frozen Rage, this being delighted on drowning entire worlds into premature ice ages.  Look for out of the ordinary low temperatures.

The "Twisted Hoof"
Little is known about this C’tan, though one mention describes it has bearing “no proof of tongue nor sounds rung.”

***

In game terms.  Battles on certain tiles will have extra rules to represent the exposure of the nearby Shard Key.  Certain games will reveal to winning players as rewards, the location of some of these Keys.

A Prison for Gods: Evolution of the Conflict.


Despite Christmas taking its toll on the games per week, we've been endevoring to continue.  I've announced that Phase 2's first Turn will extend until the end of January.  I did this as I can see all the players involved eagerly expanding their collections:

Rottimus has nearly finished his entire collection of Black Scorpions, a feat worthy of a whole host of Blog posts, with a little help from William (Wimero).  William recently got hold of some more Dire Avengers as well as 3 Falcon Grav Tanks.  A game changer, potentially.  Meanwhile the Imperial Guard Players, Kaia, Thomas and Magnus have had their sides boosted by the addition of the Mont'Ka extras: The Cadian Detatchment etc.

Also, because of this, the following extras and rules addendums have been added.  Mostly to add more character and story to the campaign, but also (see the boring bit at the end), to clarify some of the older rules regarding the setting up of challenges and games. Hopefully, at the end of this campaign, we will have a tried and tested, AND updated rules set I can hand out and make readily available. 

Crisis Events.  

The following is a list of events of interest within the Faustian conflict.  Any battles commited within these areas may include these "Crisis Missions" however these are special events which contain small or large amounts of house rules.  Fun before Fair etc.  Rewards are available for at least taking part, with the lion share going to the victor.  
"The signal decoded on Warrens End wasn't just coordinates to the planets within the Faustian Sector of relevance to the campaign, but also more. Specific areas, decoded, revealed incidents of special value. Finally revealing more and more, to the reason for the Necrons interest in the system. And relics of glory, amidst the death."- Demitrius Nicodemonus (Executed Traitoris), the folly of Faust.



WA1 - Wake. "A Silent Screamer"
On the ghostly plains of obsidian dirt, a strange signal is being broadcast through the warp. A nothingness that indicates something. A negative presence that belies an intent. Stow the warp energies. All of Wake is silent. But this place, the valley of fears, something is calling out, in a silent scream.

NE12 - Nest. "The Ruins We Build On."
On Nest, Hive Threadweave has broadcast a distress call. The defence auxilia is reporting heavy loses from an unknown enemy emerging from the underhive. Something old stirs in the deep dark places long since forgotten about. People are dying.

T7 - Tresium. "A Poor Place to Run."
As Tresium descends into further disarray as pirates and criminals expand the cold zones, the Adeptus Arbiters have retreated to their stronghold upon the lake. The only water source on Tresium. Despite this predetermined position of power, they have issued an SOS. They are under attack. And not just from the population's worst. The lake is bleeding.

SH1 - Space Hulk "The last ship in."
The Woe, an amalgamation of hulks brought together by their very realness while within the warp, now glides through real space like a man made planet. Within this metal crush of bulk heads and a variety of races space vessels, the coordinates supplied point to a source of great energy. But time is running out, the space hulk is heading towards the Final Yawn, the Faustian Sectors very own Black hole!

A5 - Acre "In the Mists."
Sprouting from the river, a great mist has begun coating the nearby lands in white. Within, the screams of the local Warden guard can be heard. The coordinates lead into it. The mist.

S4 - Sordid. "A Sordid Heart."
Sordid. Abandoned by the civil and condemned by the Imperium, is heading further and further into the warp storm nearby. But with the coordinates supplies on Warrens End, we have learned that something is stirring on Sordid. Power, corrupt, deadly and possibly helpful.

W24 - Warrens End. "Without a Paddle."
An agent of the Inquisition, working for Dormenghast, has been injured and has fallen into the giant river Whistle on Warrens End. He must be recovered, dead or alive, and the information in his memory stacks secured. He has seen things. Important things.



Ongoing calamities.


This is merely to spice things up. During Phase 2. All games affect certain narrative elements. These have nothing to do with Factions. smile emoticon Just remember, your actions may bring the eternal enmity of your enemies and allies alike.

Warrens End. Evacuation! 
Anyone playing a game on Warrens End, and is victorious can declare if they are killing/kidnapping or otherwise harming the population or preventing their evac, or aiding in their evacuation.

Nolan. Falling into hands unworthy!
Anyone playing on Nolan, and being victorious in any game, may dedicate that victory to either stealing technology, or aiding the native Mechanicum to secure or destroy it.

Acre. Death by Consumption!
Anyone playing on Acre and being victorious in any game, may dedicate that victory to either aiding or allowing the native Tyranid creatures eradicate the Wardens or by aiding the wardens to contain the native Tyranid threat. (note, doesn't affect Eivind)

These will be tallied up at the end of the phase. The side with the highest score determines their fate.


Updated and clarified: Effective immediately.

Basically, this clears up the whole "where is the game taking place??" But is largely rules we are already using. Note the complete removal of that city-fight and planetary assault bullshit?

Fighting Battles


As mentioned, the campaign is split into 3 phases, each of which contains two halves or Turns. During a Turn, a player can play as many or as few games as they like.

If Players lack an opponent they can also choose to attempt one of the Special Mission locations scattered across the maps by attempting to take that territory or by already owning it. Special Missions, marked with a Gold Flag, such as these are purely narrative games with unique rules and are largely GM controlled affairs.

To initiate a battle, a player may challenge another player by declaring on any chosen social media, via email or by shouting their intentions from any selected building roof. Challenges can be made to anyone in the campaign not on the players own Faction. Battles can be fought using any agreed points level and expansion.

The Challenger declares whom they wish to attack and upon what planet the battle will occur. If the Challenger has a sector already on that planet, or possesses a spaceport on another planet, they may select the exact sector they are aiming to take over.

The resulting game is played for that sector using any special planet based rules for that particular world. For any special scenarios that demand an attacker/defender dynamic, the Challenger is presumed to be the attacker.

  • NB! Only the Strategic Objectives on that world count for that battle, except for the Space Port used when attacking from off world. Be aware that invading another planet is no small task!
  • NB!! A Challenged player must attempt to play against the Challenger before engaging in any other games, within reason. Allied players within the Faction may be called upon to represent the original Challenger or Defender, though the results still affect the original players!

After a Battle


The result of the battle should simply be determined as a Win for one side, or a Draw.

If the Challenger wins, they may take the territory previously determined if they had either a sector on world, or a spaceport on another. If the Challenger won but has not a sector on the attacked planet, or a spaceport, the defender must choose one of his sectors. The Challenger takes that sector.

If the Defender wins, they may choose to take one of the Challengers sectors if it is on the same planet, or if they have a Space Port, may select and take one owned by the Challenger from another planet.
  • NB! If a player had lost a sector in their last game, they may not immediately choose to take it back in their next game. They must first play another game, which may be against another opponent before trying to select it again. However, if the Defending player wishes and it is appropriate (No Spaceport or on world attack), they may choose to relinquish this sector to the Challenger even if they had just taken this sector from them.

Wednesday, 11 November 2015

A Prison for Gods: Phase 1 Resolution


For the end of Phase 1 we ran a huge game of 4 vs 4.  Or so THEY THOUGHT!!!!


Just as the forces of the Faustian conflict were losing sight, beginning to question the wisdom of the war, commands came down the line.  Intellegence, which told of a long a abandoned Holopict station on Warrens End was picking up a signal.  A signal, which was crucial the aims of the Necron Overlord and thus essential to his enemies.  Though, thanks to the Cathartic Denier, Warrens End was dying.  Her atmosphere was becoming irradiated, inhospitable thanks to the mysterious planet killing weapon fired by the Tyranids on Nolan.
Once again, the Bringers of Silence and the Sentinels of Fire raced to the crisis point, the latter aided it seemed once again by the Tyranid Hive Mind.  But many were blind to the shatter points in the fragile alliance.  Something had to give.
And give, it would.  

The game would centre on the seize and control of 4 points on a 8' by 4' board.  Each point would represent a tall augur array sprouting from the ground like giant spear tips.  Using Space Hulk room and corridor cards, they would be shown on the board as small Zone Mortalis sections, blocking Line of Sight and the contents being untouchable bar from direct fire through the door or inside. Teleportation or burrowing deep strike was possible, but risky.

Each turn, each objective would give the holding side 1 point.  Though First Blood and Linebreaker would be ignored, the plethora of Warlords on the field would make Slay the Warlord a tie breaker.



The Defenders, this time the Sentinels of Fire, would hold the centre against two pronged attack by the Bringers of Silence.  Lords of War were unrestricted for this game and wrecks would be removed instantly.  Space was a premium and any excuse to throw points into the big un's was a bonus.

The game was simple and set.  But there would be a surprise in store.  A betrayal.

The Cryptek noted the array of Bone coloured warrior constructs as they shambled towards the defenders lines.  It had calculated the reduction of incoming fire perfectly. Though the gigantic narcissistic warmachine of the humans was irritating.  How he longed for a phalanx of Heavy Destroyers...  Still.  What was most troubling was the Druchii.  Sensors from microscopic scarabs detected a change in their scent.  Focusing in on the lithe and serrated figures to his right, he leaned forward redundantly as something shining caught his attention.  They seemed to be smearing themselves and spraying themselves.  Combat drugs were administered via ocular nerves or via artificial organs.  This was, crude, especially for their standards.
Readings filtered into his mind like music and a conclusion echoed like a timpani.
No!
His gaze snapped across to the defending lines.  The bizarre behaviour of the Tyranids, which recently had caused major distress to their tender alliance with the Post Human Black Scorpions, took a shift.  They, ignored the Druchii.  He could not believe his sensor augers and watched in complete awe as a pair of Dark Eldar combatants danced around a Tyranid fighter organism like baby herbivores around a disinterested apex predator.  The Cryptek ran calculations, and turned to give the order to shift fronts.
"Hi!!" came a voice.  Turning slowly, he became keenly aware of his vulnerability, alone and lacking his LychGuard.  A serrated shadow stood before him, the silhouette flickering with a void flame.  Some sort of dark matter shield?
"Bitchsezwhat?"
"WHAT?"  The cryptek replied.
"Exxxactly!"  Said the figure, firing a purple tinted line of dark-light into his face.
Lucky for the Cryptek he returned to the Tomb Resurrection halls, and didnt see what came next.  The Dark Eldar turning on their allies with abandon and the Tyranids doing the same.
The war had took a great turn...

The Great Turn...


So at the end of the deployment.  I explained to the teams that the Tyranid and Dark Eldar players, Eivind and Chris, had teamed up.  They got to redeploy with arguably harsh restrictions, and would get the edges of the no-mans land as reinforce points.

Ahh, I can still here the curses and promises of retribution!!

So there we have it.  The game turned into a 3 side fustercluck of a game, with 3 sides taking their turns.  The rules were modified simply to take it into account.  Any rules problems being decided by rote, vote or the riktocracy! (Me!).

Despite the sudden change in the game, the Defenders used their full weight of fire power, taking chunks out of Rottimus's Black Scorpions.  The man's reputation ensured he would be targeted with respectfully overkill levels of fire.  Meanwhile, Thomas's Shadow Sword duelled with Magnus' Bane Blade.

It was clear that the heavily Imperialised Defenders of the Sentinels of Fire had not made plans with Eivind, their deployment went largely unchanged.  But on the other side, the Bringers of Silence suddenly felt the full betrayal of one of their number.

"Damn your inevitable and sudden betrayal!" - Anon


During the game, the turns went swifter than expected, though reserve restrictions needed to be loosened to keep the campaigns principles.  Fun first, fair second.  At first, it seemed the points would remain level, despite biased and fearful fire obliterating Rottimus' artillery.  That said, I've seen that boom train in motion.  KILL IT WITH FIRE!!!


An interesting and undisclosed point, was the sudden addition of some Slaaneshi Chaos in Chris' Dark Eldar.  Not though of as usual bed fellows, and though this is probably to do with Chris beginning a new army later this year...


I wonder if Archon Ozzy has fallen foul of the great enemy?

At the end of the game, a spectacularly desperate attack from the Warhounds anti everything weapon (Turbo Lasers?) firing INTO one of the objective spire control rooms saw the GM, me, make an executive decision.  If Kaia rolled a 6, the whole thing would come crashing down ala Battlefield 3.

She rolled a 4.  Then, noticing the grumbles.  I asked for a democratic veto.  The decision was virtually unanimous.  And hey presto, the gigantic spine collapsed, crushing two transports, several guardsmen and a Dark Eldar air craft whose last words were "JINKING IS FOR PU#####!"

After the game, the teams in order of victory were:

  1. Bringers of Silence
  2. Sentinels of Fire
  3. Bearers of Change.

In this order, the teams were then invited to place new flags in the new worlds:  The hive world of Nest, the borderland of Tresium, the mysterious Wake, the lost Sordid and the extra space hulk.



The points were then tallied up, from before this expansion, taking note of things like Manufactorums held and Grand Warlord Traits et al.

The final score for Phase 1?



  • 1st - Bearers of Silence with 44 Faction Points
  • 2nd - Sentinels of Fire with 22 Faction Points
  • 3rd - The Bearers of Change with 12 Faction Points


An interesting development was the shift of Points at the last minute from Chris and Ozzy's Dark Eldar.  Rottiums and Magnus have vowed revenge!  However when asked if players would have their points as Faction of Personal, both Eivind and Chris said Personal?!!

Highest on Personal Points so far?


  • 1st - Chris (Bearers of Change) with 21 Personal Conquest Points
  • 2nd - Eivind (Bearers of Change) with 19 Personal Conquest Points
  • 3rd - William and Thomas (Both Sentinels of Fire) with 4 Conquest Points each


Meanwhile, though the remaining Bringers of Silence pushed for Faction points, the larger surviving team of the Sentinels William began asking for Personal Points!  Has the betrayal opened up old wounds?  Are the players now looking to split off on their own agenda?

As the GM, this opens up two horrible possibilities which are both awesome and terrifying:

  1. I'm really going to have to come up with something for using those Personal Points.  Making it more interesting.
  2. The original factions may need to be either enforced (IE no more betrayals!!) or, more tempting, allowing for more freedom to back stab, reducing the evolving game into a game of negotiation and traitors! (You should have heard Thomas grumble about xenos!)
Either way, this was but the first Phase.  1/3rd of the way.  As players pound out new and more deadly figures and combinations we may yet see a vicious change in fortunes.  

Next?


On Warrens End, the Black Scorpions are working every element to rescue who they can before the planet goes radioactive.  The Tyranids meanwhile, see the grouping of biomass as an opportunity. 
The Craftworld Eldar of Imbraesil continue their investigation into the truth about Agatha, now Rust, though their Nemesis the Dark Eldar of Archon Ozzy still rule there.  A reckoning is destined.  


Thanks for reading, more soon!
R










Friday, 6 November 2015

A Prison for Gods: Phase 2 Worlds



The planets of Phase 2.

As we come closer to the end game of Phase 1 (1/3rd of the way!!), we take a look at the new territories about to be opened up.  Maybe, predicting where the plot will suddenly take us...

The Hulk, Gospel of Fear – Zone Mortalis rules. 



The Gospel, slow and certain, has been moving through the Subsector like some sign of the end times.  Her path thankfully doesn’t bring her into dangerous proximity to any of the Imperial territories no serious attempt has been made to board.  Though word on Tresium’s seedier bars tell of a great hoard of archeotech there, aboard an old xenos vessel found deep in her mashed up innerds.  Though those same rumours also tell of its spectoral guardians…

·         Planet 5 – Tresium


Official Designation: Tresium Primus Population: c.5.1 Billion >> Settlement Stamp: C.M35 Tithe: Penitentus Sanguine
Corruption Decline: Mutations 1/5000 Military Presence: Arbitus Maximal

Tresium sits before two ice worlds before a hot yellow sun, ringed by two layers of asteroids and ruined void craft. 
Outworld, Borderworld, Scummerland.  Tresium, despite its noble origins as an Ecclesiastical Mission of some lesser known saint, has become a haven for all of the Imperiums Scummers and Villains.  The precints of the Adeptus Arbites have long since lost their battle to retain order.  Cold Zones and Crime Lords run the surviving population centres, while bribed officials allow ruthless Pirates and dodgy Rogue Traders to go about their business, whatever it may be.  Some aren’t even human.

·         Planet 6 – Nest


Official Designation: PX-R55Kappa Nest Population: c. 12.9 Billion >> Settlement Stamp: C.M35 Tithe: Vermillion Corruption Decline: Mutations 1/9000 Military Presence: Substantial
Colonised prior to the Horus Heresy, the planet has a long legacy that through constant civil conflict has been lost.  Tall hive spires dot her surface as the planets previously stable atmosphere chokes on the Imperial production machine.  Beneath these gigantic metal towers lie the ruins of old.  Pre Imperial and some, even older.
The Imperium however only cares about its recruitment rates, as the constant fighting and brutal gang warfare breeds excellent soldiers.  From its many lofty Hives come Nest’s greatest export: People. Violent people.
Recently reports have come in of non-licensed cults of the Emperor becoming more restless and the Adeptus Arbites have deputised the Imperial Guard regiments garrisoned there.  Civil conflict has erupted anew, even as something older stirs beneath the earth and the cities.    

·         Planet 7 – Sordid


Official Designation: Sordid Prime Population: c. 4.3 Billion << Settlement Stamp: C.M37 Tithe: Punitary Corruption Decline: Mutations 1/500 Military Presence: Purgation
A world close to the edge but circling the drain.  Sordid’s long rotation brings it closer and closer to a raging Warp Storm called the Depths of Gorath.  Strange effects have begun occurring, psychic registration is through the roof and the Black Ships leave full each time they pass.  A plague has begun on the planet, causing many quarantines to occur, and cities to be left empty.
Sordid is alone in its system, the star ironically a white sun that does little against the coming dark.  The doomed world is a grim reminder of the effects of the warps corruption, and emigration, largely unchecked threatens to spill that corruption to other worlds in the sector, in the form of cults.-- Warp - Winds: For the duration of the game, Psychic powers require a 3+ to cast instead of the normal 4+, however miscasts occur on any double.

·         Planet 8 - Wake


Official Designation: Wake Quintus
Population: c. 1500 << Settlement Stamp: C.M35 Tithe: Nil Corruption Decline: Nil Military Presence: Auxilia Observa (Ref: Increased self murder)
Wake is a barren airless moon, dotted with ancient cites of Xenos origin.  Though many Rogue Traders and Mechanicum Explorators have dared to go there, those that return speak of sleepless visits, haunted by ghostly whispers and hallucinations of a world long since lost.  Psyker analysis of the surrounding area proves that no warp influence exists.  Which makes the whole matter even more terrifying.
Wake sits as the fifth body in its own diminished system of barren planets.  Most showing sings of former life but at some time or another some great ancient tragedy has seen their atmospheres blasted from them.
Rumours still insist however that amid those blackened dead pyramids and shattered cities lies a prize worth all the risk.
- Psychic Dead Zone: For the duration of the game, Psychic powers require a 6+ to cast instead of the normal 4+.

Sunday, 1 November 2015

A Prison for Gods - Ending Phase 1 (Turns 1 and 2)


One of the things I've noted as a GM for this great undertaking, being the campaign, is that nothing goes smoothly and you have to roll with it.  Well, after finding the time for a large game one evening, I found myself with the whole campaign cast being able to come over.  I could have simply had a simple set of games.

..

NAH

Crisis Mission - Mothballed.

Instead, what followed was an attempt at something called a Crisis game.  Ergo, abnormal fun before fair shenanigans with special rewards.  I basically reacted to the opportunity.

The game would represent a huge battle on Nolan, where the two factions were attempting to secure the weapon responsible for the total destruction of Rust, reducing the former maiden world to a radioactive waste.

After a roll off, I found that the Bringers of Silence had reached there first, securing the sites overlooking artillery and dug in while their sponsor sent in Necrons to support.  The attacking Sentinels of Fire wouldn't be completely alone however, as the Tyranids conspired to attack even as they did, in an act of unfathomable intelligence.

There would be two boards.  The bigger main board (8 by 4') would represent the esplanade before the Forge warehouse, the other on the coffee table would be used to represent the overlooking bunker and would consist of tiles taken from GW's recent re-release of Space Hulk.  Using the majority of the Zone Mortalis rules, this would epitomise the Crisis' missions step from the norm.

The attackers were given a brief, allowing for some planning.  As the defenders gained the guns, the attackers were given 300pts extra.  Though the defenders had to deploy first, the first turn would be decided by dice roll.

Defenders


  • Rottimus (Rory) - Black Scorpion Space Marines
  • Chris' - Dark Eldar
  • Magnus - Imperial Guard
  • Me!! - Decurian Necrons

Attackers


  • William - Craftworld Eldar
  • Kaia - Imperial Guard
  • Thomas - Imperial Guard
  • Eivind - Tyranids





The Defenders chose me, with my Necrons to guard the bunker, meaning I would be using only 1000pts of infantry.  Hoping to take advantage of the Decurions endurance, I went with the Cryptek formation with reanimating swarms and Wraiths alongside warriors.  My direct opponent?  A scary list of Tyranid Carnafex's, Swarmlords and Genestealers!?

The Defending Bringers of Silence won the roll and began deploying.  Highly suited to gunline tactics, Chris' Dark Eldar lined up alongside Rory's infamous artillary and Ack Ack train and Magnus' tanks.  The anvil from which deep striking drop pods and teleporting web way attacks would flow.

NO FLY ZONE MUTHA FOOKERS!



In an act of complete aggression, the attackers, the Sentinels of Fire placed everything they could, hoping they could weather the storm.

Kaia deployed her newest prize, a Forge World flamer Malcador with its Ignore Cover Ap3 Torrent weapon.  On the right flank Thomas' Bane Blade sat while in the centre Kaia's Knight walked ahead of William's Wraith Knight.  It was a Lord of War fest, but could they last?

The first turn was devastating.  In a combination of good shooting choices, good dice rolls and downright disgustingly competitive formations, the defending side took out the Malcador, and most of the attacking army.

Despite this, the attackers pushed on, weathering the hail to take the first set of objectives.

Over at the bunker, the Tyranids began knocking down bulkhead doors and clashed with the Necrons.  It was irresistable force vs immovable object.

One thing to note was the turn discrepancies, as we had less to do, both me and Eivind would be finished with our turn quicker.  Something I hadn't considered.  But then thats the kind of experience which makes games like this work better in future!

Turn two saw the turning point as the shooting took out the Knight, wounding the Wraith.  Objectives across the board changed hands and the attackers were quickly running out of units.  Despite this, moral was high, especially on Thomas's Death Korps side, where dying for the Emperor was actually listed as one of his life goals.


On the last turn before capitualation, the fliers came on.  Rory's no fly zone as created by his Hunter/Stalker formation allowed for his Fire Raptor count as here to dominate the air.  Ultimately too many casualties had been taken.  Which would end in a victory for the defenders.

The victory streak of the renegade Bringers of Silence continued.  At least for today.

The twist?

But WAIT!  As the Tyranid Swarm Lord entered the room with the objective in the bunker, Eivind was given a choice!

"You discover an operational Catharsis class Bio weapon ready for deployment.  You may choose one planet, killing one sector of your choice and reducing it to a nuclear waste.  This has no effect on other sectors bar the impact site, but does change the rules for games played there to include Rusts.  Oh and civilian life as you know it ends within days as the atmosphere is poisoned."
Eivind, being on his own faction, took exactly 1.3 seconds to pick Warrens End.  The capital world of the sector.  Population circa 27 Billion.  The rest of the room was silent as I explained the fluff or background of what had just happened.  Rory was the first to insist on an evac mission. More on that later. :D

The rewards were a free unclaimed territory for the winning team.  Every participant could choose their armies Grand Warlord's "fixed" Warlord Trait.  Something I had been looking forward to throwing in to allow for some character building and less random play.  We will see how that pans out.  A lot of people have gone for "fluffy" choices which I love.

Game analysis

So what the hell happened?  The defending party slaughtered the attackers convincingly.  While effective units, first turn advantage and OP codexs were mentioned.  One telling factor was the scenery.  I have a LOT of cover save giving scenery, but little line of sight blockers.  Something I will be changing.  Currently the terrain suits a gun line list, but it shouldn't exclusively empower it.  So that is one thing I will be doing.  The rest is classified.

Remember:  "Fun before Fair."  

Thankfully, the mood was the best its been in a while and really reminded me why I go through all of this to run the campaigns.  Best gaming group, ever.

Next?  

Well as we move closer to xmas gaming will be harder.  We have an end of Phase big game soon.  Which will use some of the lessons learned here.  And have some plot twists.  And have some new units.  And will see the introduction of some new planets!


  • Nest - The reaches
  • Tresium - The outlands
  • Quietus - The warpless
  • Sordid - The doomed
  • Space Hulk!


Phase 2.  Under construction!
The Craftworld Eldar of Imbraesil have discovered that the destruction of their Maiden World of Agetha (known to Imperials as Rust) was due to Imperial involvement.  Not of their darker kin. Their investigation continues.
As Warrens End's atmosphere turns toxic, panic amongst its population is rampant.  Anyone influential enough is leaving and the Black Scorpions work to rescue as many as they can before it is too late.
While the report lays blame on the Tyranids, not many can believe the beast capable of such an act.  Many blame the Necrons, seeing it as some part of their yet unseen agenda.

Cracks are showing in many places in the Factions alliances, tenuous as they are.  Will the next big game see something shatter?

The Faustus sector at the end of Phase 1?

Currently, after the climactic events of the Mothballed mission, the map looks like this.  Warren's End is in her last days, Rust is firmly controlled by the Dark Eldar Archon Ozzy. Acre is being infested by Tyranids and Nolan is in total chaos.






Due to the way these things work, the big game this weekend will see not only the last game of Phase 1, but also the introduction of the planets above, instantly expanding the frontiers of the conflict and plot.

Stay tuned for more news from the Faustian Front!

Thanks for reading

- R

PANZER!!! King Tiger.


Recently, for his birthday, I was asked to commision this bad boy.  Having already done a Panther for the same client, I was eager to try out a few new tricks.
Primed with Army Painter Uniform Grey, the weathering was done with Secret Weapon powders and GW inks.  Decals were slapped on disgustingly easy with Decal Fix.










Pic Heavy. Alternative Destroyer Conversions.


These guys took far too long.

Made of Tomb Kings Necropolis Knight kits and Destroyer bits, they offered me something other than the older "death sled" figures I never really fell for. Meta wise, I imagine these guys as more of a Cryptek construct, appearing as statues until time demands they deploy to destroy unwanted guests.  Mostly I expect Imperial door to door priests.