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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.