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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.

Showing posts with label 40k. Show all posts
Showing posts with label 40k. Show all posts

Monday, 25 April 2016

A Prison for Gods: End of Phase 3, Turn 1!


Despite very little in the way of land exchanges (real life officially sucks), the show must go on.  And go on it shall.  Right to the very end.

Right now the sector is filled with forces from each Player.




Phase 3 has finished its first half.  Currently the scores sit as this.


As expected, Rottimus has the lead with his yet undefeated Space Marines of the Black Scorpions.  However, between the fortunes of both the Tyranids and the Dark Eldar and the rise of the Craftworlds prowess in recent battles, the distance between has narrowed.  

Remember that with the shattering of the Factions, Grand Warlord's campaign traits no longer function and because it is a Turn and not the end of the Phase, the Strategic Objectives don't add extra points.  However, the new existence of the Shard Keys means that some players gain extra points for their possession as well as their in game shenanigans. (More to be seen it seems). 

Currently Chris' Dark Eldar Archon: Ozzy is in possession of the most keys, both The Neverended and The Twisted Hoof key.  While the Hivemind under Eivind has The Frozen Rage.  Sadly the Necrons successfully acquired one them selves in the form of The Mist Walker key.

For more info on these keys, take a shortcut here to the page which talks about them.

As we move into the final Turn, which will end officially Midnight on the 22nd of May, its important to note that its all to play for.  And even when it isn't the campaign has seen some seriously nice history develop between opposing and indeed allied sides. From the mischievous predations of Archon Ozzy, to the religious violence between the Chapter of the Black Scorpions and the Imperium.  The rise of the Tyranid threat and the Craftword Iybraesil's crusade for the old crone worlds.  What will become of decayed Rust?  Of the fate of Warrens End? We will be seeing future narratives developing old rivalries and more.

On the 28th May we will be ending the campaign with one final game to end it all.  The final encounter on Solemnum, the gate to the Duat, the Prison for Gods.  There, the players will have one final chance to seize victory, rewarding larger points to the final campaign score, and allowing for all manner of narrative endings based on the decisions made in game.

The Shard Keys however are important.  To have one is to have a vote.

Will the Necrons of the Court of Bones fulfil their mission to take back the things within the darkest layers of the oldest prison in the galaxy?  Or will the powers therein fall into the hands of the mad and insane?  Or will saner minds prevail, sealing the gate one final time?



Stay tuned.
R

Terrain for the Necrons, from ttcombat. A Review.

Now as a little aside, I've gone and spent a surprisingly low sum on acquiring some MDF laser cut terrain from a not too well known company called ttcombat.com.

Originally this was discussed on the Facebook Necrons page (hi guys!) I decided to share my findings and experience dealing with this UK based company.  Because lets be honest, there are sadly a few companies out there which waste our time or worse, steal our money.  Not many by far, but enough to check before buying.

So.  I ordered the following:


This ironically, with international posting came to under 40 GBP.  As you can expect, I was damn happy with that price.  Especially for what I got!

What and where are these things then?

Ttcombat first came to my attention on their evilbay store, and then on their website, which appeared on the afore mentioned Facebook page.  They are a small company and began selling their products to further their primary goal of being a base for "news and reviews."

Obviously, they were a victim of their own success and having discovered a demand, went nuts. Seriously, they have some amazing ideas.

The products arrived with signed tracked deliveries within the expected 2 weeks.  Everything was well protected and even the torn cellophane on one had been packed in a box with plastic wotsits.  Someone had gone to lengths to make sure I got my stuff safely.

Their products are made in 3mm MDF (Medium Density Fibreboard) and come in the form of plates which have had key segments laser cut to a point where you can punch out components.  These components are often detailed with laser burns that cut through half way, creating a variety of patterns.

Now I've acquired these for the last battle for our local narrative campaign "A Prison For Gods" as it reaches its climax at the end of this May. How these scenery elements work for that game?  I am not telling you.  Like the players, you gonna have to wait, son!

Assembly.

Firstly, I want to talk about the little extras.  Like the old action figures of the 80's these sets come with these interesting little wall sections.  Much sturdier than card, they make for an interesting incentive to get more terrain just to have enough for an Aegis line.  They certainly arn't intricate in their design though, and the back is completely bare.

This made me sad...
The construction is robust, as mentioned before, layering up the core of the build to double thickness while using the opportunity to create depth on the figure.  The sides slot on like jigsaw pieces and the whole construciton can be glued together with PVA (Woodglue, recommended adhesive) in a matter of minutes.  Note these things do not come with bases.  Not that they would need them, I'm just a bit OCD about my bases is all...

























Now I didn't do these walls first, something I should have done in hindsight as to get use to the process of handling MDF, luckily this isn't my first rodeo, but for anyone unused to assembling laser cut MDF, mess around with things like these first and work out those oversights and mistakes. 

The Cyber Bunker.

Straight in with the big one.  This central piece was based around a standard criss crossed structure which slots together without need for trimming.  Intrestingly enough I was expecting to need to cut out the bits from the sprue with a scalpal but they just popped out and required next to no cutting bar a tiny 1mm connecting point here and there.  Which to be fair, didnt need to be tidied up.  You can really be lazy with this kit.  And I can be damn lazy. 

Now I began to worry at this point that the main roof section might be a bit, fiddly to place correctly, but huzzaa!  the ttcombat team thought ahead.  The criss crossing bits came with a lip, designed to help the roof settle in place and creating a very solid structure to work from.  Such a simple design addition allowed me to thankfully avoid the danse of drying PVA glue while I tried to make sure everything was flush and perfect!

Seriously.  Yes!




Consulting the instructions, I ploughed ahead (total assembly time so far: 20 mins), assembling the sides, which come in to doubles, one pair possessing a couple of mm extra to overlap on the corners.  They essentially sit on the slopping struts without much ceremony. Thanks to the stable base, went on near completely flush. 






















Now the base was complete, with all that burned in detail it really was taking shape, but it seriously lacked detail that popped. Thankfully, and apologies for the lack of photo at this stage, each level has a number of "fins" that slot straight into the hole pictured above, really echoing the older Necron Monolith design.

The second level had the same construction as the first, criss crossing struts and the detailed fins along the sides. This time however the roof contained slots for the addition of four hooked details that again was very reminiscent of the Monolith and the more recent Ghost Arks prow. These details were doubled up to 6mm in width and I doubt could easily be snapped! Though it did sacrifice the more angled finish of the plastic.  

It was at this point I dove into doing the steps.  You get four sets in total, although the website only shows two.  This gives some interesting options.  For me, I planned on two on either end, allowing for some excellent king of the hill like opportunities. The steps were simple affairs, four steps slotting in without room for confusion.  Sadly, the pieces are without decoration, but are very tough. 


Both levels, have one of these details, constructed from a circle and four "petals" forming a slot which, you will never guess, fits the Monolith Crystal almost perfectly. This indicates to me though that the designers wanted to allow us to vary the construciton somewhat, having the first level and the second level seperate buildings whenever we felt like.  For me though, I wanted a tough piece of terrain, so I would be gluing on the second level.


Adding the steps and them slapping the lot onto a base, voila.  Total construction time, 30 minutes, mostly waiting for the glue to dry.  This set is perfect for emergency builds. Not too sure on the painting yet, but I plan on building up the sides with wood or wall filler to show it being partly emerging from the earth, old school necron style!



The Cyber Tower


The next kit was much smaller, and I was interested to find out how ttcombat would go about a detailed box build. Usually, attaching the top layers can be a nightmare of symmatry and basically getting stuff in the right place.  


As before, the sprue was well cut, pieces could be popped out with no risk of damage.  I neatened the little tab that remained just in case with a sharp scalpel.  Actually managed to NOT cut the crap out of my thumb this time... 


The initial box was a jigsaw build, as you can tell it was very sturdy and everything slotted on during the dry build without errors or issues.


Now the interesting part.  The outer layers were attached on the edges: two matching jigsaw parths that when aligned against the corner ensured correct and symmetrical placement. I had a bit of an accident with one piece that was troublesome, but nothing worth going into.


Total build time: 15 minutes. 

Though the final touch was the centre circle component, which had to be set in by eye.  I thought I'd done a good job but the next morning I noted that one had drooped during the night.  Damn.  Still, lesson learned.  Patience and letting it dry on its side would have helped there.

A really simple kit which on thinking about it, would have looked nice ontop of the Cyber Bunker!  Very reminicient of the Dawn of War Necron buildings.



The Cyber Defence Platform.

Then came the one which everyone seemed interested in.  The Cyber Defence Platform.  This one promised to be more complecated then the other two by virtue of being more detailed.  

As usual, I popped out the bits, which were mainly repeating braces for the feet sections and the big cresent arm making up the gun.



The instructions for this degraded in clarity as I went along, sadly by the end I was comparing before and after pics to figure out what had gone where in each picture. At this point though, it was hitting midnight and my light was getting worse.  Sadly my Samsung Core didnt really have the pull to do the figure justice.



The model was made up mostly of the layered up feet and carriage which thanks to interweaving braces proved to be very tough.  The carriage itself was one layer 3mm thick and does bend when pressed on.

The carriage had an interesting circle swivel join which in the instructions said "don't glue", however I couldn't figure out how this benefited the model at that time.  In hindsight, I think the plate which sits on top of the carriage wasn't meant to me glued with, so the weapon could feasibly turn in place.  Again, the instructions could do with a slight go over to make this clearer.

Despite this, the kit was easily to assemble and I had it up in around 30 minutes.  The weapon comes with two forms of vanes but to be honest the alternative set just couldn't compete.

Mini Cthulu for Scale purposes only.




















I mentioned briefly before the issues with the instructions for this piece, this was especially true of the weapon barrel, which turned out to be far more complicated than expected.  It felt poorly explained, measured and in the end I gave up in favour of something more appealing from my bits box: A Necron Doomsday gun!!  Just needed a touch of bits to fill in holes and boom.

My penchant for bases demand I cut some up and glue it down, but I decided to keep the gun itself loose as to pack it away easiler.  Currently looking into magnets as an option but basically the whole thing is practically snap fit.


Use in games?

The Cyber Bunker is essentially a hill. Great for blocking line of sight.  In more narrative games, this could include non deep-striking rules for the top, maybe something borrowing the Monoliths Eternity Gate? Or even using the Forgeworld Tomb rules?  For me, I'm happy with it being a simple hill for objectives to be fought over.

The Cyber Tower is more of an aesthitic piece. Its height is great and it looks fantastic, but its lack of width means it really only affects so much in terms of LOS.  Would make an excellent objective or with some extras on top a very Dawn of War: Dark Crusade inspired turret.  Count as Vengeance weapons platform?

Now the Cyber Defence Platform, the big questions is: Necron Pylon?  Or Necron Sentry Pylon?

Sadly, its somewhere between the two.

To give you an idea, the MDF Cyber Defence Platform is 22cm tall. Accoring to Dinodeampostcat on Librariumonline, the FW Pylon is a wopping 29 cm from base to top.  The Sentry Pylon is 15cm high. Meaning the Cyber Platform sits almost in between.  So whats to do?

After chatting with some in the group, it can be argued to be used as a traditional Pylon.  After all, with true LOS, this means if I can see you, you can see me.  And the reduction in height also makes it easier for incoming fliers (the unit it excels at ending) to find a spot to hide behind.

But the decision is yours, and your groups.  At a little of 7 quid, what do you think?

Thanks for reading!
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, 4 October 2015

A Prison for Gods - End of Turn 1 Summary


The first month of battles in the Faustian system has been furious on Rust, while the open spaces on Warrens End have left the fronts relatively quiet.  Acre has seen some skirmishes, and on Nolan, a major "accident" brought an entire Imperial Guard regiment into conflict with the Black Scorpions chapter.

So where to we start?  


After 1 month, the procedure is to allow everyone to claim a sector adjacent to one of their territories.  This represents the natural expansion of a Players controlled territories and slowly brings more enemies into contact with another.  This is done in order from the Player with the lowest controlled sectors up. 

After this has been done, comes the counting of territories which will establish the Turns Conquest Points.  These points are then placed into one of two categories:

Faction Points, which forward the agenda of the Faction, or Personal Points, which alternatively push the agenda of the Players own forces instead.  This in turn can cause internal conflict, internecine fights and even, possibly, worse.






The current score lies as follows.

Sentinels of Fire - 13 Faction Points
Thomas - 5 Faction (Grand Warlord Trait not applicable)
Kaia - 5 Faction
William - 3 Faction and 4 Personal (GW Trait = Sworn Enemy Jack)

Bringers of Silence - 20 Faction Points
Rory  - 9 Faction
Jack - 5 Faction and 12 Personal (7 from territory, 5 from GW Trait)
Magnus - 6 Faction (Grand Warlord Trait not applicable)

Bearers of Change - 12 Faction Points
Eivind - 12 Faction and 5 Personal. (GW Trait = Beasthunter)
(Note: Extra Territory from Player drop out)

True to the background of the campaign, the sudden emergence of support from outside the sector has seen some devestating but not war winning gains by the Bringers of Silence.  But as the dust settles from the initial exchange, surprises will be less likely.  Easy victories may become harder to repeat as tactics adapt.  Territories are quickly being swallowed up by the Relentless Assualt and soon the swirling melee will be tight and brutal as no safe ground can be found.


Situational Report.

Rust.

After the dead began to rise on Rust, the Dark Eldar seized a precious artefact for their patrons, while the Craftworld kin now seek to evacuate the old Maiden World.  Promises of return have been made, but for now, it seems the world eternally dying will be left to the tender mercies of the insane Archon Ozzy.

Warrens End.

While largely left out of the conflict, expansions by the planet side factions are raising tensions. Also, rumours of the blood cult in the mountain range have been uncovered to be something altogether more sinister, as Genestealers have been reported ravaging outlaying home steads.  Meanwhile, the Deathkorp and the nearby Imperial Guard regiment have fully mobilised against one another.

Nolan.

After the incident between the 501st and the Black Scorpions reached its peak and after the massacre at the Spaceport, Nolan looks fit to burst in conflict.  While the space marines have brutally cut the Imperial Guard in two, the population of Adeptus Mechanicum is not taking kindly to the reported pillaging of resources from the Astartes. 

Acre.

Tyranids across the warded parks and training forests of Acre have awoken to a call.  Though no Hive Fleet has been sighted, the xenos are acting in sudden unison.  If left unchecked the planet could fall.  Meanwhile, the Craftworld Eldar have pushed hard against the limited Dark Eldar garrison there, most likely reinforced and angered at the horrific losses on Rust. 


So what's next?

Well we are still in Phase 1, though we are now in the second half, or turn 2. Having ceased with challenges, we are now seeing freely arranged games and some special ones too.  Like the special game on Rust, a Crisis mission, these special missions allow for something a little different and offer rewards not based on territory.
For example: Right now, both Williams and Jack's Eldar forces have "Rust Veterans" who possess Shred on their attacks, so used are they to making sure their enemies stay down.
Over the next couple of weeks amid the normal carnage, I'm hoping to make 1 more Crisis mission for at least 2 more of the planets.  As well as pushing the narrative forward.

"Moth Balled" on Nolan and "Eyes in the mist" for Acre.

The Necrons have yet to appear.  Though a Big end game for the end of Phase 1 has been plotted. :)
Though a Ctan's shard was reported recovered on Rust, what this means for now remains a mystery.  As we move closer to the end of the 1st chapter in this story, we can expect more to be uncovered.

Wednesday, 16 September 2015

A Prison for Gods - The initial throw down.


The majority of the Initial Challenges have been played, huge thanks to Rottimus for allowing the players to abuse his hospitality, and tea for the weekend.  I'll be chasing up the stragglers, but for now, here is a brief summary of the situation.

The digital work is as ever, sorted by our resident Depraved Dark Eldar player, Chris aka Soundslave.

Really need to get Chris to change the Blood Angels thing...

Rust.  

A work were everything is dying, but never dead.  A maiden world of the old Eldar Empire known to them as Agetha, brought to ruin by a mysterious accident from a test firing Archeotech Weapon on Nolan.  Before this though, there was the mystery of the vanished population there. 

Here the Eldar returned, their intents not completely known as the Craftworld Eldar of Iybrasil followed the fates in search of the truth:  What happened here.  An unwelcome foe waited for them, their appearance coincidence?  The Archon known as Ozzy has long been suspected for the disappearance of the Maiden World now made Rust.  The paths of the future always drew the inquisitive to his lap.  Not a nice place to be.

From the offset, the Dark Eldar's advance was brutal and unforgiving, the survivors going to a fate worse then death.  In one fell swoop they seized the Starport of Grenfelk and pushed the Craftworlders into a corner, where they wait to make their stand.

But Rust is an old and odd place.  And on Rust nothing ever dies.  Not really...

Nolan.

On the ashen wastes of Nolan, in one of its rare copses of Acid Trees  and Fell bark, the machinations of Inquisitor Dormenghast bore fruit of a kind.  Giving direct orders to the Cadian 501st, the Inquisitor demanded a full strike against an unknown target. Despite concerns, the Imperial Guard did their duty.

It isn't clear who fired first.  And the Incident at the Nell Discharging Flats would be argued about long after.  What is clear is that the Black Scorpions were either prepared for the misguided attack, or that they had planned their own attack all along.  What is also clear, is that the ensuing carnage spoke volumes of what the Space Marine chapter thought of the Imperial Guard presence in the area:  Hostile. 

The Black Scorpions slaughtered their way through several platoons and material and turned the Starport on Nolan into a carnal house.  Inquisitor Dormenghast however, got what he wanted:  An Imperial Guard Regiment that was now bound to his service against these Renegades and enough material to further his ties with the remaining Adeptus Mechanicus on the planet.  What this would mean, would not be known until later, though the 501st were desperate for revenge.

Acre

The Imperial Guard regiment stationed on Acre was never formally recorded on Minastorum records.  Some insist this is because of Inquisitorial influence, others Minastorum idiocy.  The Regiment, noted simply as the Acre Blacks, a reference to their monotone uniform colours found themselves under attack by an unexpected foe.  The world devouring Tyranids race.

While Acre had largely been a "secure" training world with what was considered docile specimens, a shadow over the warp went unheard.  It was only a matter of time before the conflict would make the usual guards of the vulnerable worlds unable to fulfill their duty in guarding against such invasions.

Though the Acre Regiment fought hard, the Tyranids pushed them back out of the sector.  Those docile Tyranids meanwhile, began to drastically change in behavior.  

Warrens End

The capital world had so far, been left out of the major conflict.  Though, Imperial Guard regiments stationed there stared at each other from across barracks lines, Imperial citizens were fired up into rioting mobs demanding for justice.
In the snowy mountains of the North, the rural folks there spoke of cults, blood sacrifices and odd weather patterns.  If the planet had not been busy with immediate threats, they may have been ready.



Tuesday, 1 September 2015

A Prison for Gods: The first Phase, first Turn.


And the first week of this campaign has officially begun.  Firstly we have established the Factions as follows.  While I'm planning on focusing more on each army as I get the chance this should serve as a nice overview. :)

Player's personal blogs are linked, I'd highly recommend these narrative and slightly biased monoliths of propaganda! (Especially between the Black Scorpions and the Cadian 501st's friendly fire incident!)


Bringers of Silence.

Those now working for the rogue Inquisitor Craven and his alien patron.  For whatever reason, the forces of the Bringers of Silence are jaded, pragmatic or both.  Seeing the possibilities in the alliance, most of them work towards an ending that will forgive them, spare the Dark Eldar, who seek only the spoils of the madness.

Force name: The Black Scorpions - 9th Expeditionary Company
Commander: Cylander Azeron
Faction: Bringers of Silence

Player: Rottimus Rory.
http://rottimus.blogspot.no/2015/08/a-prison-for-gods-campaign-part-1.html

Force Name: The Jester Malice
Force Commander Name: Ozzy Lovecraft
Faction: Bringers of Silence

Player: Chris

Force Name: Unknown (Imperial Guard)
Force Commander Name: Unknown
Faction: Bringers of Silence

Player: Magnus

Sentinels of Fire.

Holding to either the Imperial Creed and its religion of xenophobic intolerance, or seeing the bigger game in play, the Sentinels of Fire are a conservative force of Imperials and Craftworld Eldar.  United in a deceitfully tenuous alliance by the Inquisitor Dormenghast of the Ordos Hereticus, they aim to maintain stability in the region and stop Craven's plan.

Force Name: Cadian 501st 7th company “Foreign Legion”, Imperial Navy 1305th tactical wing
Force Commander: Company Commander Emilia Faust
Faction: Sentinels of Fire

Player: Kaia
http://liberheresius.blogspot.no/2015/08/luck-have-never-been-friend-of-mine.html

Force Name: Craftworld Iybraesil (Eldar)
Force Commander Name: Iyanna Stormrunner (Farseer Skyrunner)
Faction: Sentinels of Fire

Player: William
https://wimaro.wordpress.com/2015/08/27/a-prison-for-gods-campaign-part-2-background/

Force Name: Krieg XVIIth
Force Commander Name: Colonel 26143
Faction: Sentinels of Fire

Player: Thomas

Bearers of Change.

While the civil war is going on, a foul bloody and hungry wind approaches.  Tyranids lurk unappreciated as a major threat and chaos taint seeps from the Depths onto the freshly bloodied battlefields.  If left unchecked, the winner in this fight will still be the loser.  Khorne cares not from whence the blood floes, nor if it is devoured with all the rest.

Force: Hive fleet Dagon
Commander: The Dagon Overlord
Faction : Bearers of change (the omnomnomnivores)

Player: Eivind

Force: Belakor's Gambit
Commander: Belakor
Faction: Bearers of change (the choppalots)
Player: Mike


Initial Moves.

Challenges, those games originally declared are encouraged to be played 1st.  Currently we will be having a lot of games in the coming weekends, but as deployment stands, we are looking at the below.


The Eldar and Dark Eldar dominate Rust, which makes sense as it's history is as a former Maiden world of the old Eldar empire.

Acre is quickly becoming a mess as the Imperial Guard of Magnus (Bringers) fight multiple foes alongside the rest of the Craftworld Eldar against Khorne Daemonkin, Dark Eldar and the lurkings of the Tyranid threat.

Nolan, with its corrosive atmosphere has proved to be very inviting to the Black Scorpions (Logo is Blood Angels but will most likely be updated) and the Tyranids.  Luckily for the Sentinels, Kaia's Imperial Guard has a solid force there, sitting on the majority of the strategic objectives.

Warrens End, capital world has many unclaimed sectors, but here Thomas' Death Korp Regiment is stationed guarding the prize of the planet, the Starport and the area around.  Though there is a strong presence of Khornate Daemons in the icy mountains, the nearer threat is the Imperial Regiment under Magnus, which sits right next door.  Both Rory and Eivind have their Black Scorpions and Tyranids on world respectivly, but much free expansion is going to happen here.

The first moves seen to be focused on securing Starports, though older enmities have already started playing their part.  The Eldar are bringing what little of Rust to even more ruin,

The initial challenges, most of which will see done within the next 2 weeks are as follows:


  • Hive fleet Dagon Vs Thomas. (Warrens End) Spaceport under threat! (City fight rules may be enforced)
  • The Jester Malice Vs Craftworld Iybraesil. (Rust) Spaceport under threat! (City fight rules may be enforced)
  • Black Scorpions Vs Cadian 501st. (Nolan)
  • Craftworld Iybraesil Vs The Jester Malice. (Rust)
  • Magnus Vs Hive fleet Dagon (Acre)
  • Belakor's Gambit Vs Craftworld Iybraesil (Warrens End) Gonna be busy William!
  • Cadian 501st Vs Black Scorpions (Nolan) HA COUNTERATTACK!
  • Krieg XVIIth Vs Magnus (Warren's End).


More as it comes!!



Thursday, 27 August 2015

A Prison for Gods: The Story so far. (Fluff heavy!)

The War in Heaven.

Approximately 60 Million years ago, the galaxy was dominated by two very different species: The Old Ones and the Necrontyr. The Necrontyr, short lived and miserable in their mortality looked upon the mysterious Old Ones with jealousy.  The Old Ones were immortal, only death by injury could take them, but they would not share this secret.

The Triarchs, the rulers of the Necrontyr society sought a way to stop the terrible infighting that had crippled their species’ expansion for a long time.  Seeing hope in offering a common enemy, the Triarchs used a war against these selfish immortal Old Ones as a way to unify the Necrontyr.
While the Old Ones were masters of the warp the Necrontyr, whilst mortal, were masters of Science and of the laws of the real.  To the other races of that galaxy it seemed as if the Gods themselves had gone to war.

In the end, it was the mobility of the Old One’s webways that won that early portion of the war.  The Necrontyr, blunted by so much conflict, fell into old habits and began fighting amongst themselves once more.

It was at this point that the C’tan appeared.  Unfathomable entities of energy, the C’tan were eaters of the stars themselves, stellar vampires that were Gods in all but name.  Able to alter reality to suit their needs, their dislike of the warp-spawned antics of the Old Ones pushed them closer to the goals of the Necrontyr.  It has been said that it was the raw hatred of the Old Ones that sang out across the stars, attracting the C’tan like flies to a corpse.

Some say that the C’tan later known as the Deceiver first approached the Silent King of the Necrontyr, some that it was the Silent King approached them.  Either way, a devils bargain was struck. For the Immortality they so desired, the Necrontyr leadership gave away their peoples’ souls and their free will, becoming creatures of metal and energy.  Undying, unrelenting and forever condemning their name to become synonymous with death.  They would be known as Necrontyr no longer, but as the Necrons.

The war began a fresh, the terrible power of the Necrons unburdened by life alongside the ancient star gods pushed the Old Ones into new levels of desperation.  New child races were made, the K’nib, the Eldar, the Krork and the Jakoaro, each tapping into the energies of the warp.  The immaterium screamed under the burden just as much as the C’tan reeled from this anethma that threatened to turn the tide.

Against these warp spawned powers, the Necrons and the C’tan began a great undertaking to cut the galaxy off from the Immaterium.  Beginning in what would later be known as the Cadian Gate, gigantic pylons silenced the warp and rendered these psykers useless.  At the same time, the C’tan known as the Burning One taught the Necrons how to breach the Old Ones Web Ways with Dolmen Gates, finally seizing the initiative.

As the fortunes of the Necrontyr waxed, the Old One’s waned.  Their efforts to weaponise the peaceful Immaterium had unleashed the Enslaver Plague, decimating their race to extinction and tainting the creatures of the warp into daemons.  The ensuing conclusion of the war was quick as it was bloody.  Entire systems died as the vengeful and merciless Necrons hunted the Old Ones down.

The Silent King of the Necrons, who had been patiently waiting for his chance, saw one of his enemies defeated, the other glutton and tired.  Seeing his opportunity, he struck, betraying their patrons the C’tan and finally revenging his race’s lost souls in a campaign that shattered the star gods and obliterated entire systems.  Over 50 million Necrons died as did the great Triarch, all but the Silent King.  Each shard of those former gods was sealed away into Tesseract Vaults.  As they were the stuff of the universe itself the C’tan could not be so easily killed and the destruction of one in particular had been disastrous, unleashing the dreaded Flayer Virus that would forever plague them.
Broken and imprisoned, the C’tan had gone from Masters to Slaves.

Victorious in a ruined galaxy, the Necrons retreated to their Tomb Worlds, sleeping away the eons with the intent on returning when nature had rebuilt what had been lost.  Destroying the command protocols, the Silent King left the galaxy, knowing he had failed his race.

The Silent King, in his silence, held many secrets.  But as all sentient life know:  The truth will out.

The Faustus Sub-Sector – A Timeline.

The Faustus Sub-Sector upon the borders between the holy Segmentum Solar and the vast expanse of Segmentum Ultra.  Located deep on the spiral and decorated by an old dwarf star, it has a long history mostly lost to ruin.  Its history, though not exceptional to those living there, is non the less interesting, if you know where to dig.  Be careful what you find.


  • C.M28 - Signs of prior Eldar colonisation on the human designated world of Woad.  Referred to by the surviving Eldar as Agetha, this Maiden World was suddenly evacuated by its Exodite Eldar people, leaving her empty and waiting for new owners.
  • 004.M31 - The Faustus Sub-Sector is first colonised by humans during the Great Crusade.  Beginning with the planet listed as PX-R55Kappa (later known as Nest), the colonists would later expand to take advantage of the rest of the system.
  • 014.M31 - During the Horus Heresy, the Sub-Sector was largely untouched, deemed to be of no tactical worth.  After the Heresy, Nolan was taken by the Adeptus Mechanicus by force, claiming Exploratory rights to some undisclosed Archeotech found by dust miners.
  • C.M35 – The Ur-Council of the Nova Terra Interregnum dismisses the authority of the High Lords of Terra beginning the era of twin Imperiums.  Finally reaching the Faustus Sub-Sector, the new Ur-Council establishes a “capital” on Warren’s End.  While the system is largely untouched by direct conflict, the discovery of Woad draws both the older Imperium and the Nova Terra into a system wide war.  As neither side is willing to fight on the planet itself, it is dubbed the “War of the Maidens Hand.”
  • C.M36 – The tech adepts of Nolan intervene against the Ur-Council.  Adeptus Mechcanicum assassins systematically remove key figureheads while religious iconoclasts from Nest organise a revolt.  The Imperial Ecclesiarchy enforces it’s presence on Warren’s End.  No thanks is sent to Nolan, though several Mechanicum dig sites appear in Nest’s underhives.
  • C.M36 - The Age of Apostasy.  The Sub-Sector going largely unaffected by the turmoil bar for a several small revolts.  More military forces are redeployed away from Faustus leaving the door open for corrupt criminal elements which set up shop on Tresium.  The planets Adeptus Arbiters establish Cold Zone cordons continents wide.  Xenos piratical elements such as Ork Freebooters and Dark Eldar reavers are recorded.
  • C.M37 - During the Thorian Reformation, the Forge World of Nolan test fires one of its many classified weapons called the Annex-Mort.  It malfunctions, striking across the space and hitting the verdant world of Woad.  The green planet is killed within hours, every life form being reduced by radiation into brown mud.  In the panic, many Tech Adepts flee the planet.  Entire data stacks are purged.  An internal investigation condemned the act as ignorance punishable by death although rumours persist of deliberate intent.  The Forgeworld is censured hard, the majority of its sacred tech is removed.  The process however, is long and with warp travel as unpredictable as it is, much remains, sitting mothballed and forgotten.
  • C.M38 – The small world of Wake is discovered by a lost system patrol ship.  The vessel is later found adrift, the crew having massacred each other in a sleep like state.
  • 001.M40 - The Warp Storm classified as the Depths of Gorath explodes into the Sub-Sector, yet moves to a snail’s pace as it approaches.  The world of Sordid in its rotation begins getting closer each year and begins to show signs of corruption.  Chaos raiders emerge from the Depths and begin torturing the population with slave runs.  Imperial Guard regiments are summoned to assist.
  • 025.M40 – The conflict caused by the Depths of Gorath escalates.  More Imperial Guard are brought in on rotation.  Nest is invaded showing the dangers.  The Inquisition takes interest.
  • C.M41 – An unidentified rogue planet is detected moving through the system, the Warp Storms abate and demonic assaults falter.  Using the opportunity, the Imperial Forces push back, cleaning Nest and quarantining Sordid.
  • C.M41 -The space hulk classified as The Gospel of Fear enters the System.  Rogue Traders and scavengers from Tresium make several attempts at boarding actions but are called off after several unexplained fatalities.  The Hulk is marked and it path monitored.
  • 750.M41 – The Emperors Tarot unilaterally tells of a Great Devourer eating itself.  Several Astropaths commit suicide.
  • 760.M41 – Hive Fleet Cruach enters the system and attacks the world of Acre.  Responding to emergency summons, the Astartes of the Black Scorpions come to assist eliminating the fleets Hive ships and rendering the Tyranids leaderless.  Questions are asked as to why the Space Marines were already in system…
  • 761.M41 – Under special edict, the world of Acre that is still infested by Tyranids, is turned into a training site for specialist troops.  Astartes of the Deathwatch and other forces come to train against live Tyranid organisms that seem under control without any synapse creatures.
  • 801.M41 – The Devils Bargain incident starts a cold war between Inquisitor Craven and Dormengast.  From the gutters of Tresium to the airless Wake, agents and Inquisitional assets murder each other as the two go to war.
  • 801.M41 – The results of the Devils Bargain reach fruition as Imperial Regiments turn on each other, Xenos invade the system at the behest of Craven while Dormengast summons the most pure and faithful.  From the Depths spill more Chaos hordes than ever and on Acre, the Tyranids are suddenly getting smarter…


A Devil’s bargain.

Over the course of months, the Radical Inquisitor Yvasilli Craven, once lauded as the Sectors fiercest and most puritanical within the Ordo Xenos, has become emissary to one he was deigned to fight. Bringing the word of an unknown Necron Overlord, he has worked tirelessly to negotiate with and entreat with all manner of forces:  From Imperial Commanders to Alien Raiding hosts.  His offers are always seemingly too good to be true, but too good to ignore, displaying a disturbing level of insight into who these offers are being made to.

For the Inquisitor and many of the Imperial Commanders in the area, it was the potential gift of the Necron Pylon network, reportedly similar in design to those still found along the Cadian Gate.  If deployed in the Faustus Sub Sector, it could silence the Warp Storm and deny the Great Enemy a means to attack so easily, potentially snuffing out the Depths.  It would end the conflict and bring prosperity.  A victory.  To others wealth or power.  In one fell swoop, Imperial commanders, Space Marine Captains, Eldar Farseers and more were separated by one principle: Does the end justify the means?

But what of the cost?  

The Necron asked for one small service: Help finding a lost world, set rogue by events billions of years ago:  Somnium.

Left on an erratic rotation, it would be coursing through the Sub-Sector at a specific time, while old remnants of technology were left that could locate it.  The planet has nothing of importance spare to the Necrons secret agenda.  A simple deal, were it not for those who not only refused the gesture, but now work against it.  Inquisitor Dormenghast, a pious member of the Ordos Hereticus, has picked up the scent of corruption.  Learning of the dealings between Craven and Xenos, he now works in the shadows and out of them, gathering trusted military forces, undermining the works of Craven wherever possible.

Across the Sub-Sector, Inquisitorial assets and agents fought a clandestine war in the shadows. Assassinating key enemy authorities and replacing their own.  Things would come to ahead with the death of the planetary Governor on Warren’s End.  The identity of the murderers would become irrelevant after Inquisitor Dormenghast publicly outed his rival and thumbed him as the detractor.
The resulting hysteria saw many of Craven’s agents dragged into the light for public executions, while his allies went underground.  In retaliation, Craven was forced to call in the favours and across nearly all the worlds of Faustus chaos erupted.

Across Warrens End and beyond, Planetary Defence forces revolted, or simply deserted their posts. Stationed Imperial Guard regiments turned on their allies in pre-planned betrayals.  Cold Zoners on Tresium began a new wave of gang wars, distant outposts were hit by strike teams and even on Nolan the Mechanicum found their fellow Tech-Priests had already made arrangements.  The Adeptus Arbites on Warrens End barred their doors and waited for the madness to end, seeing no true enemy in the confusion.

Despite early gains however, Dormengast held the home advantage, using Imperial propaganda and faith to reinforce his armies.  It seemed as if Craven’s gamble would be stopped before it truly began.
Suddenly, the Sub-system’s outer listening posts detected unidentified signatures.  Craven’s other friends had made their play and entered the fray.  Xenos raiders of all stripes invaded, sparing their predetermined allies and cutting straight for the loyalists of Dormengast.

Meanwhile from the vengeful Depths of Gorath emerged a new wave of Chaos daemons, pushing hard on the already taxed and confused system ships, they made planet fall deep in the Sub-Sector. Temples to the eightfold path were erected on the bone-fields of entire cities and daemons began cavorting in the streets.  Both alarmed at the plans of the Bringers of Silence and taking advantage of the turmoil, for the forces of Chaos this could be their last chance to take the Sub-Sector for their dark Gods…

A shadow over the warp made navel assistance troublesome as the first tell tale signs of an impending Tyranid invasion started making an appearance.  Their intent their own, their actions were met with rejoice amongst the daemon hordes of khorne, who cared not, from whence the blood flowed.

The sides now balanced, the Faustus Schism began in blood-drenched earnest.

The Schism begins.

A coalition of Imperial servants, Adeptus Astartes, Xenos and worse has invaded the Sub-Sector seemingly well organised and of one intent: Conquest.  The Imperial defenders of the Sub-Sector, rotated in over the last few months stand against them with their own allies from unexpected corners. Even as these two forces collide, on the sides work the ever-watchful eyes of the raider, the brute and the corrupting.

While the wars and conflicts are held within but a few worlds, the quest to find the Rogue Planet will see the fires spread out into the rest of the Sub-Sector.  Following clues and signs made before their species even walked upright, a race against time has begun.  For they who can reach Somnium first, holds the fate of Faustus and beyond in their hands.


A Prison for Gods: Phase 1 Worlds


For Phase 1 the Players will be deploying on 1 or more of the following planets.  Each one has its own background and history, some of which offers some hint of things to come.  They also possess some compulsory rules representing the affect fighting on that world will enforce.

Warren’s End

Warren's End
Official Designation: Warren Secundus
Population: c. 6.7 Billion >>
Settlement Stamp: C.M35
Tithe: Vermillion
Corruption Decline: Mutations 1/1000
Military Presence: Impressive

The official capital world of the Subsector.  Warren’s End is a temperate world, large and moderately populated.  The planet is unusual in its ability to exist without aid from other worlds, for example it possesses a continents worth of agricultural land and its own licensed and approved Manufactorum, since the incident on Nolan.

Originally developed to serve as the Ur-Council’s base in the area, Warrens End was established with a solid infrastructure.  Built up to be the perfect example of Nova Terra Ingterregnum’s perfect world, it possessed not only agricultural production, but its own manufactorums.  Thus unaffected by nearby losses, it quickly became a tactical location.  After the Ur-Council was removed following the end of the Maidens Hand war, Warren’s End was recycled as the capital world for the Imperium returned.
Thousands of Ecclesiarchal cathedrals and monastarys were built to celebrate the change in power.  
Despite this the planet has largely been regarded as somewhat jaded, despite the Minostorum’s best and most violent efforts.  Luckily, a strong presence of off world Imperial Guard and Sororitas ensures stability.


Acre 

Acre
Official Designation: Acre Primarus
Population: c. 1.2 Million
Settlement Stamp: C.M35
Tithe: Extraordinarii (ref – Inq/dw)
Corruption Decline: Mutations 1/100000
Military Presence: Essential (Specialist Rotation – Inq/Dw)

Originally a world planned for conversion into an agri-world, Acre’s future was changed the moment the dreaded Tyranids entered the galaxy.  The invasion saw the world made ripe for digestion, her wild life and plants turned into carnivorous and hostile creatures.  

Acre is the only world under a dying red dwarf.  Despite this Acre lives on as a lush and vibrant world, once considered the ugly sister of the maiden Woad, before the accident.

Only thanks to the suspiciously quick arrival of the Black Scorpions chapter was the Hive Fleet designated Cruach defeated.  In a rare twist of fate, the death of the fleets key synapse creatures mean the horde on the planet below lacked the vital connection to the hive mind.  Left mindless and instinctual monsters, a decision was made by the Inquisition to pen the surviving xenos into great pens.  Once contained and under the watchful gaze of a dedicated garrison of wardens, Acre would become a training world.  From across the sector proper, Imperial Guard regiments would come to undergo gruelling trials.  They would also find themselves sharing space with Adeptus Astartes and even the Death Watch.

The continent spanning forests of Acre, filled with its resistant Ironbark and hostile wildlife, are now segregated by miles high fences of concrete or powered laser.  The wardens patrol constantly by landspeeder and orbiting stations overlook everything. Recently however, the aliens have been acting odd.  Testing the miles high fences and acting with some intellect…

- Oppressive Canopy: Night Fight rules are in effect for the entire duration of the game. 


Nolan

Nolan
Official Designation: Nolan XVII
Population: c. 1.5 Billion <<
Settlement Stamp: C.M35
Tithe: Extraordinarii (ref – Inq/dw)
Corruption Decline: Mutations 1/5m
Military Presence: Reducta Skitarii

On the southern deep arm of the Sub-sector lies Nolan, sitting amid a nebula of various gasses.  Nolan was once a core Forgeworld well known for its retained knowledge of Conversion Beamer technology.  Sadly, at the turn of M41, a weapons test rendered a nearby world maiden world of Woad into a nuclear wasteland.  The scandal saw so much censure that the Forgeworlds STC catalogue was reduced, though many great Manufactorum stand silent, awaiting the day they are dismantled and moved off world.  That world destroyed was ever after referred to as Rust.

- Corrosive Atmosphere: For the duration of the Mission, all armour save rolls of a 6 must be re-rolled. Armour Penetration rolls of a 1 must be re-rolled.

"Rust"

"Rust"
Official Designation: Rust Tertius ni Woad
Population: Unknown
Settlement Stamp: C.M35
Tithe: Nil
Corruption Decline: Nil
Military Presence: Nil
Rust, previously known as Woad, was a verdant paradise, some alleged to be a former Maiden World of the Eldar.  After a weapons test went wrong, the world’s atmosphere was bombarded by so much radioactivity that most of the planets life withered and died.  As an odd side effect, the lack of bacteria slowed down decomposition, making Rust’s once lush fields turn brown and sick.  Despite this, some tribes still exist on Rust, and it is still a rare source of metals essential in the construction and repair of heavier battle armour such as Terminator armour.

– Radioactive Hot Zone: Weapons that have the “Gets Hot” special rule get hot on a roll of 1 or 2.