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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 Campaign. Show all posts
Showing posts with label Campaign. Show all posts

Tuesday, 31 May 2016

A Prison for Gods: The Final Score and the Narrative Consequences

The Final Score (The boring bit).

So while the final battle was finished, so too was the final round up of points. As it was the end of the whole Phase Strategic Objectives such as the flags gained from Bastians and from Manufactorum were added alongside the points for holding the Shard Keys.  



A bit out of date, will update soon.

The final scores stand as the following.
  • 1st Place: Rory and his Black Scorpions
  • 2nd Place: Eivind and his Tyranids
  • 3rd Place: Chris and his Dark Eldar (with side order of chaos) 






Unexpectedly, the overall victor points wise was the nigh unbeatable Black Scorpions Chapter, dominating the territories of most worlds and seizing the majority of the planets key points. Next came Eivinds elusive Tyranids.  Beginning being largely ignored in favour of other nemesis opponents, the Tyranid swarms took the rest of them by surprise.  3rd came the Dark Eldar of Chris, Ozzy the Archon has been a celebrity and comic genius during this campaign, offering gratify and sheer anarchic mayhem.

Magnus shared in the glory of the Bringers of Fire earlier on only to be left to fend for his own. Interestingly enough, in the finale, they had stuck to their allegiance to the Necrons with their former Space Marine allies, much to the hatred of Thomas' Imperial Guard.

William, a new player to 40k at the offset, suffered tremendous losses from the start, but as the campaign continued adapted tactics and produced the most new figures for his growing Craftworld. Near the end, he was seen as the greatest threat to Rory next to Eivind, sadly time ran out, and not enough ground could be retook.

Thomas, or Lucky as he would be known, came to enjoy an almost bizarre streak of bad luck with plasma.  Seriously.  It was weird. Having the hardest losses in the campaign, his personal moral and spirit to continue the fight despite the casualties was only paralleled by his in game Preacher, who became a thorn in the side of the Black Scorpions.  Even going so far as to bring in rogue elements from the questionable chapter, further straining their mutually held hatred.

In the end, the biggest game maker was sadly Real-Life, as games ground to a minimum in the last few months. But more on that later.





Tis but a scratch!

Aftermath Narrative (The fun bit).

There was so much history built up from this campaign (which was the initial point, screw the scores!) something to form new games from.  Old grudges to take us to new places and old.  The key points are below, but I will add new stuff if immediately relevant!



Of the White Hand and the fall of Ozzy.

The Iybraesil Craftworld was in morning.  Songs and laments called in every spire and crystal garden as the dead were counted and the spirit stones set in the Infinity Matrix.  More Wraith Bone suits would be needed to mount the increase in dead warriors.

Though their goals had been accomplished, the campaign had been a trial of fire for the warriors of the white hand of Iybraesil. The mystery of Rust, the dead crone world had finally been solved to a point, though in pushing their Dark Kin, had they set the coarse for the Archon's fall to chaos? Had their actions caused their undoing? Rust was still occupied by the Druchi of Ozzy, an insult that would have to be answered.  Eventually.

Though for now, the predictions of this new Necron threat to the Galaxy had been proven, and prevented.

The ancestors had been right to fear this sector. The Necrons had been there, just as they had feared. Their plan unknown, but undoubtedly too evil to speak of. For months, the Eldar had battled the Necrons' unwitting allies, clinging to any glimmer of hope that the Necrons plan might be uncovered. There had been few victories and much death. The losses to Craftworld Iybraesil insurmountable. Time and time again their hopes and lives had been extinguished.

Luckily, in the end some idiot Mon'Keigh pointed his stupidly large gun at something he knew nothing about and accidentally stopped the Necrons entire plan.

Iyanna Stormrunner stepped into the cavernous chamber. The enormous metal statue loomed over her. She had failed her Craftworld, but her life would not be for nought. She would be the Young King, sacrificing herself to wake the Avatar. Her life for the survival of her Craftworld. Even as she fell, a warm glow emanated from the midst of the towering statue. The stench of burning blood filling the air...



I love my job.

Meanwhile, Ozzy, Archon of the fallen Kabal was having far too much fun.  Whole planets under his domain, slaves beyond counting, ancient artefacts from the war on heaven?  If he could only rid himself of these voices in his head, of these annoyingly playful daemons that danced in his mind or the predations of Lucious the Eternal (who by the way was a hoot at orgies), maybe he could get back to Commoragh and kick Vect out of that chair?

Then again, maybe these Emperors Brats could be useful?


Of the Scorpion and the Priest.

In the aftermath of the death of Solemnum, the Faustian Conflict took on a new shape as the fighting forces adapted and changed interests.

The Black Scorpions, victorious at little cost, took the machine works of Nolan, the survivors evacuated from Warrens End and the spoils of the many territories and withdrew in good order. Enemies awoke to find the neighbouring sectors completely bereft of the giant marines, their fast void ships making quick work of blockades and leaving the sector for their home in the Helios Sector.
They had been called back.  Word of their actions in the Faustian Schism had reached unsympathetic ears and both the angered Adeptus Mechanicus, who had been horrified by the Space Marines blasphemous theft of Mechanicum property, and the Inquisition who had heard tales of witch craft and mutation demanded investigation.  The whole Chapter, which had been under fearful eyes before, would come under attack.  First by trial, then maybe, if things did not go well, by the Imperium itself.

However, with the spoils of war and the Black Scorpions own reputation for survivalism, the Helios Sector was heavily fortified to the point of paranoia. Could the Imperium afford a repeat of the folly of the Astral Claws?

Only time would tell...

Link to Rottimus' account. for more details on that!


Regiments at odds.

Trooper 23/3345 looked at the new markings on the starship wall.  The bulkhead had been decorated in the numbers of the dead.  It read like a maddening formula for most, but for him he saw people. To a point.  Each one an act of redemption.  His gaze though, unburdened of his gas mask for once, was staring at the golden mount.  "The Last Duty", the Stormsword super heavy battle tank was engraved their with her crew. Certainly the cog heads would mourn the loss of the tank, but the act would be remembered.

He stared at his hands, bandaged.  Like many of the plasma troopers.  He had been informed that sabotage was likely. The why was still beyond them. It wasn't his job to think about such things, but he did wonder. The Inquisition?  There had reportedly been a traitor working for the aliens. The Mechanicum?  They hadn't been much help. The Officers were petitioning the Ecclesiarchy and the Munitorium already, regarding the Black Scorpions. Someone knew something.  Maybe Inquisitor Dormenghast.

Trooper 23/3345 clenched his hands and fed off the honest pain.  Kreig lived of pain and loss, it was pure.  He just needed a new enemy to fight.

The map says that way!

Not in Kansas any more.

Brother Cyras feeled his way into the dark, The Duat as it had been called was impossible. It had taken everything he had to find an area with gravity and light.  After he had emptied an entire clip of bolt rounds on the portal crystal, he had blanked out from a wash of green lightning.  His armour was burned, blackened and dusted in charcoal.  The systems were flickering angrily as the machine spirit ached, but that wasn't the problem. his battery power was running low. Hunger and thirst were not the immediate problem.  Air was.  This place varied so much in its atmosphere...

He checked his bolt gun, stroking it and soothing the spirit within. 3 times he had encountered the Guardian.  A giant of immense power.  He had seen it move through walls, seeking him.  It had fought with something else, equally big.  And it had recently lost.  He was not alone.

As if summoned by the thought, the hairs on his neck stood, cracking with static.

"Tell me all you desire, and I will give it.  Tell me all you will give, and I will desire it..." 

A shadow loomed over him consuming the last of the light.

Next time, I'll be doing a bit of a review of our own campaign. Any questions, throw them down below and I'll be sure to answer them!

Thanks for reading! 
R

Saturday, 30 April 2016

A Prison for Gods: Solemnum


Through the Faust Sector, even as is blazed in the fires of war, a single sphere edged its way through the endless dark.  A smallish world, lacking the warmth and comfort of a star and as cold and as ignorant to the competing factions trying to find her as they were of it, came closer to the giant star closer to Warrens End.



Slowly but surely, it would be noticed by eyes watching for it.  Augers would pick up this foreign object and report strange readings coming from its surface.  Nothing.  No Augur could so easily detect it, yet its absence on scanners depicted its location as sure as a catch of ones breath revealed that it had been held.

Probes and closer observations revealed the world to be a waste.  Frozen for aeons in deep space, her surface was a crackling ball of ice, quickly melting and exploding as it came closer to the star's blazing aura. 




On her surface, the ambient temperature was creeping upward, shelves of moisture cooked, revitalising the non existent atmosphere while igniting the heated core of the world. Soon it would be able to sustain guests for a time.

A single structure stayed unaffected as tectonic plates danced and mountain obliterating storms howled.  One city, on the whole planet, stood waiting.

***

In his play pen, Archon Ozzy's pairing of Shard Keys sang to him, a tune calling him to the planets location.  Not where it was, but where it would be when Solemnum was ready.

The Tyranid Hive Mind also heard this song, though its interest was utterly alien to rational minds, it listened and became interested.

Alone deep within an entombed throne room, an Overlord sat watching the Shard Key in his possession as the entity within sang, though to him, the tune was more familiar, more of an impotent scream of an ancient star god.


In her meditation chamber, a Seer of the Ibraesil Craftworld dreamt.  A vision of a boiling world coming to life for a moment, opening a door best left shut. A world whose very surface raged at the idea of trespassers.  Yet there would be many, fools and fiends whose actions could damn billions to the void.

The end was so close now.

R

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

Sunday, 3 April 2016

A Prison for Gods: The Shard Keys discovered.


The End, is suddenly in sight...

As the sudden strike from the Necrons occurred, many pondered on their motivations.  It was known now that the Overlord Hautsi the "Unbidden" had become impatient, that he had initiated the attacks because those in his employ had fallen to their own agendas.  But not the reasons for the locations of those attacks.

On Tresium, the Adeptus Arbiters precinct were silenced as the air filled with pale coloured scythes.  Invasion rays penetrated the fortress within minutes and the stoic defenders of justice, having endured months of siege by locals were slaughtered.
On Rust, Sordid and even bleak Wake, old allies and foes alike found themselves targeted by the ancient xenos.  On Rust and Wake, the Dark Eldar found themselves quickly surrounded, the Tyranids on Sordid meanwhile, reacted to the presence of the Necrons recon parties.

The importance of the artefacts would quickly become known, firstly their importance was paramount to the Necrons.  This was telling. Their powers, given to those who bore then would be known next.  And finally, their relevance to the rogue world Solemnum and the Prison.

The Shard Keys?

In game terms, the Shard Keys are key pieces of wargear allowed for this campaign only.  They double up as both potent gear which can be equipped by the players Grand Warlords, and they also give boons in the campaigns too.  As explained below, each Key bestows different awards on the battlefield, but similar rewards on the campaign map.  They give points for those who possess them in the campaign map and unlock possibilities in the finale battle, where the Keys will do what they were designed to do.  Open.  Or Lock a door.

Shard's in the campaign.

  • In the campaign, each Key counts as an extra 3 Territories, added as map extras at the end of each Turn or Phase. They also allow for bonuses on the final world of Solemnum, where the final battle will take place.  The player who has the Key at the end of Turns or Phases gets the bonus, not the original owner, as a Key may change hands many times.
  • They are automatically attached to the players Grand Warlord, who can use their powers on the field.  

 Losing or seizing a Key in battle.

  • A Key, may be taken from the Grand Warlord, if he/she/it, is slain in combat.  If the Grand Warlord is slain by an opposing character (the final wound is the one that counts) the Key is automatically transferred to the opposing player.  Note the Key's abilities cannot be used immediately.  You got to take it home and poke it a while first.
  • If the Grand Warlord is slain by someone else in combat, the Key is taken on a 4+, the low level warriors may not be briefed on its importance, or care in the heat of battle.

The Shard Keys of the Duat.

Designed eons ago, by technologies long since lost, the Shard Keys are slivers of Star Gods, recycled into sentient keys for impossible locks. These artefacts are powerful, leaking out the essence of their original greatness onto those that carry them into battle. Though the sentience is bestial and confused, the presence of such a key can affect the very reality around it, not warping or corrupting like chaos, but playing with it like a true god of old. 

In an act of ironic punishment, it is send that the Ctan deemed too dangeorous to even use as Shard Weapons in or outside of Tesseract Vaults were locked away in the Duat.  The Prison of Prisons.  These keys were shaved off the essence of the prisoners there and used to forever ensure that the locks remained shut, so long as noone would be foolish or strong enough to bring them together...

Necrons Attack! The Mist Walker - Tresium

"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."




Upon Tresium, as the Adeptus Arbites make ready for a siege against the criminals and invaders, they are surprised by an attack from another side.  Upon the fortress which lies atop the planets greatest source of water, the Necrons attack.  With no-one in the vicinity to help them, the fortress goes silent and disappears beneath the waves.  Whatever happened and happens still, remains to be discovered. But the Necrons have taken the entire area, and show no signs of leaving.

Shard Key Effect:
Uhsen'Relah was well known for condemning his victims to a blinding mist, spanning entire continents in impenetrable white.  Not being enough to simply reduce vision, these mists also confuse sensors and jam communications.  All the while, Uhsen preyed on his victims, separating them and slaying them one by one...
The Bearer of the Mists Shard Key may enforce Night Fighting in any game they play.  This Night fighting may not be countered by any means (E.g. Dark Eldar night vision).

Necrons Attack! The Never Ended - Rust

"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."



Despite the sudden appearance of the Necrons, Ozzy has managed to escape their clutches and even go so far as to discover the relic's true power. With it, he will gain powers on the field and a path to the final world: Solemnum.

Shard Key Effect:
Now unlocked to its full potential, the bearer of this Shard Key becomes nigh un-killable.  Wounds re-knit before their eyes, regenerating fatal injuries and severed limbs with contemptuous ease. 
Derth'Sanykk's Death Shard Key essence gives the bearer Feel No Pain 4+ (which cannot be improved beyond 4+) as well as It Will Not Die.

Necrons Attack!  The Frozen Rage - Sordid

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



On the frozen ruins of Sordid's capital city, the key lay amid the ruins.  Tasked with the retrieval of the Shard Key, Nemesor Armaza was hunted and "compromised" by the legendary Deathleaper.  The retrieval team was intercepted by the Tyranids and broken but metres from their extraction point, the Nemesor meeting his end under his hunters gaze.  Disgusted by the failure, Overlord Hautsi has... delayed the Nemesor's resurrection indefinitely.
Despite redundancy planning suggesting the Tyranids wouldn't appreciate the Shard Key's importance, the secondary retrieval team found the Key to have been taken.  It seems the Hive Mind is more cunning then previously thought...

Shard Key Effect:
The bearer of this Shard Key can use the essence of Sezalak, the Ctan of the frozen rage. They are encompassed in a personal blizzard, both obscuring them from their enemies and flash freezing any foolish enough to engage them up close: slowing blood and causing frostbite as well as freezing armour and weapons.
The bearer of the Frost Key gains Shrouded and any enemies in base to base contact have their initiative reduced 1.

Necrons Attack!  The "Twisted Hoof" - Wake

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



In the Valley of Fears the sadistic Dark Eldar have beaten back the tides of bone coloured automatons.  Their previous discovery called them to search the area, deeper this time, and they have located Wake's Shard Key.

Shard Key Effect:
Mysterious and nefarious in equal measure, the bearer of this Shard Key of the "Twisted Hoof" become paler, their skin showing a web work of their veins.  A fell light appears in their eyes as they kill their enemies up close, the faintest wisp of their souls seems to scream in the air before being devoured by the bearer, each blow seeming to be fatal. An eater of souls, they also display an odd shuffle as they walk, a quirk taken from the Shard Key's namesake no doubt.
The bearer of the Twisted Key, gains Instant Death to all combat attacks however they may not Sweeping Advance.

So where does this leave us!?

Well, firstly, Chris has now stumbled across not one but 2 Shard keys, making Ozzy move from comical joke of the campaign to royal pain in the ass. The Tyranids have received a boon too and it seems both Eivind and Chris are within punching distance of dismounting even Rory's Black Scorpions hold on the campaign.  Regardless, the Conquest Points rewarded in the last game may shift the balance enough to see anyone take the prize.

This campaign has however, moved much away from banal measures of success as numbers, to more narrative drives.  Wimaro's Craftworld Eldar and their conflict with Ozzy has been nothing short of brutal.  Cast from Rust in the opening blows of the campaign, they finally came back with a vengeance and secured a clear beach head on the devastated former Maiden world.

Likewise, the conflict between Rory's elite Black Scorpions and Thomas' Imperial Guard has gotten personal.  And religious. Calls of heresy against the space marines chapter have gone heard, especially since Thomas' priest has caused so much grief to Rory.  Rumours abound that Thomas has gone so far as to model his own space marines and a renegade space marine chaplain off Rory's chapter, just to get to him are most likely well founded.  What the future holds for the Black Scorpions remains to be seen, but with the Ecclesiarcy itself in hot pursuit, and the Scorpions holding firm in their beliefs of survivalism.  This will be a story in its own right.

Meanwhile Magnus' Imperial Guard regiments have had a mix of fortunes, having taken a beating recently by the Craftworld Eldar, their part in the narrative has largely been fighting with the Adeptus Astartes, no longer allies, will they focus on protecting mankinds innocence?  Or their own need for vindication?

Or will Eivinds Tyranids, responsible for the death of all life on Warrens End (although no-one believes such a simple entity could use a complex machine... blame the Necrons why don't you!!), may well surprise all by consuming the whole of the sector.  Starting with Acre.

But, speaking plainly for a second, I'm not sure.  Real life has been a pain in the ass for all of us yesterday and the effort required ot even organise the games above has been hard. Despite this, the moral of the group is solid.  The feeling is "lets finish this" and in late May, Solemnum will see her last conflict as the conclusion to the Faustian Schism plays out.

This has been an amazing campaign so far.  Seeing players develop fluff, armies, techniques, alliances and grudges alike.

Who survive or leave victorious?

Thanks for following!
R






Wednesday, 16 March 2016

A Prison for Gods: The Calm Before the Storm... End of Phase 2!!

That's right! Though February was a hard month personally for many of the players.  We continue regardless. One player has left, the Factions have fallen into every-man for themselves.  It is (excuse the pun) utter chaos. And the Necrons have emerged to claim their prizes.

The current situation is now this:

Got da shiny.  Lets leave.

The map as of the beginning of the final phase 3.

Big thanks to Chris as usual for knocking together an updated map.


The Necrons have swooped in on Tresium, devastating the Arbiter precinct based in the huge lake there.  The lake was later evaporated causing massive weather disruptions: thunderstorms continents wide, tornados and downpours as the water settled. Underneath the lake of Tears as it was known, the Necrons are alleged to have secured one of the Shard Keys supposedly essential in locating the final world of Solemnum. The gate to the Prison.

As the power vacuum of the Mechanicum's absence is filled, it leaves the Craftworld Eldar in possession of key positions on both Tresium, Sordid and Nolan.  With no allies left to them, former friends may fast prove to be easy pickings. Meanwhile the Imperial Guard and former allies of the Craftworld Eldar With bastions on both Tresium, Nest and even Wake.

The score?

Edit: Eivind is actually on 75.  
After the collapse of the Factions the last Phase tally merges the Personal Conquest points and the Faction Points.  Also, Grand Warlord traits no longer apply.  Its all or nothing, every man for himself.

But what does that mean?  Well, we see that the nefarious Black Scorpions are still in the lead, though without Magnus to back him up with his Imperial tank divisions, Rory will quickly find himself attacked on many fronts. But will their attacks simply allow for more expansion from defence.

Across the table we can see Eivind and his Tyranids are close second on Conquest Points. The great devourer has gone largely ignored as the potential threat it is so far. Will the other players be able to resist the consumption? 

In this last Phase, the weak will be picked on for easy pickings, titans will be bashing heads for scraps and the goal of Solemnum will be in sight, all the while the Necrons will be following their agenda. As Players work on their own narrative goals, will there be anyone left to stop the opening of the Prison for Gods?

So Rules for this 3rd Phase:

  1. Factions are abolished.
  2. Personal Points are immediately added to Conquest Points. 
  3. Grand Warlord Traits are now closed and no longer apply. 
  4. Any Player completely moved from the map then plays for the final conquering Player in his future games.

The final Turn will see the emergence of Solemnum, and those with the Shard Keys will have bonuses on the end battle which very well could see all the territorial gains made by any Player moot if ignored.  

Next up is establishing where people will be placing their extra flags for this final phase in regards to the Bastions owned by: 

  • 2 to Eivind's 'Nids
  • 2 to Thomas and his Imperial Guard
  • 3 to Chris and his Dark Eldar!!
  • 2 to William and his Craftworld Eldar
  • 1 to Magnus and his Imperial Guard
I'm gonna see these updated as I bash out the final Blog Post regarding the game proceeding into the Third Phase, based around two upcoming sets of games, both of which see the Necrons attacking all quarters. 

What I'm personally looking forward to are the developing armies.  All the while everyone has been building up new tactics, units and more in an effort to dominate the campaign.  Rory has been labouring tirelessly to ensure his superior forces remain top dog, while both Eivind and William have been working damn hard to produce everything from more Carnifex to 3 bloody Wraith Knights!

Oh and the Imperial Guard players Thomas and Magnus now have the game making Cadian Detachment rules to even the odds. 

The campaign is very much still to play for!!


But what about the Phase 3 World?

Under the circumstances I've decided in my capacity as GM and generally all round god person, to leave the final world until the 2nd part (or turn?) of this final Phase.  Its a big deal. And the Shard Keys which players have been understandably ignoring in favour of their own agendas!

Thursday, 10 March 2016

A Prison for Gods: An end of alliances.



GM's addendum:

A common occurrence in any long-standing Campaign, one of our players has withdrawn from the campaign for personal reasons.  Thankfully, the resulting exodus of players that any campaign organiser fears, never happened.  Though February had a drought of games.  Regardless, I've decided to continue regardless. I'll be using the real world events to change the dynamic of the campaign to increase playability and the narrative.  Let the battles decide.
Also, let it be know:  This is NOT the last we have seen of Kaia and her Mechanicum forces. Nor I think, the 501st.



Magenta level broadcast.  Servitor obv.junkt #1233-Baleraphon.
The Adeptus Mechanicus forces recently entering the system have committed to a full withdrawal. They have taken with them the remaining survivors of the 501st Imperial Guard regiment and several thousands of refugees from Warrens End.  There have been reports of acquisitions of certain Mechanicum machinery, however it seems prior to their sudden departure, numerous Overwatch stations were attacked and logs regarding the activities of the Black Scorpions removed.


The exact time stamp of their withdrawal coincides with the discovery of a Xenos site on Nest.  There, an exploratory team discovered something designated the "Withered Dream."
Apparently it was enough for them to leave Faust to its fate.
The absence of power left has been quickly filled by the 501st's previous "allies."
As the Mechnicum forces departed the sector, the territories suddenly left open were filled by thankfully informed allies: The Craftworld Eldar of Ibraesil and the Imperial Guard rushed to take positions.  Sadly many close confrontations occurred between troops as old animosities and the stresses of the many losses took their toll.

The disappearance of Inquisitor Craven caused the disappearance of the other Dormenghast, as the puritan dropped everything in his obsession to bring the radical to justice. The absence of both Inquisitors and their guidance would be felt immediately as these confrontations broke down into full blood shed as the dogma of the Imperial Creed and the Eldar's hatred of the Mon Keigh took over.

Meanwhile, within the victorious Bringers of Silence, the Imperial Guard there noted the similarities between the Necron technology and some of that which the Black Scorpions wielded.  Added to their fears of increased Psyker use and rumours of heresy, infighting became untenable.  Even their Commisars began investigating their orders, causing unusual cases of cross-commissariat executions within the ranks.

The Dark Eldar, never truly tied down to anything such as loyalty or debt, found that their "allies" the Tyranid splinter fleet had begun to adapt to their pheromone use.  The Tyranids could finally sense them, rendering any combined action impossible.

All across the Faust system, a domino affect of destroyed alliances broke up the previous factions, reducing the previously organised conflict into an all out war, where there was no longer such a thing as a safe zone, and no combatant could expect help from anyone but their own.


Game Affects.

Territory previously belonging to the Player Kaia will be divided amongst her previous team mates Wimaro and Thomas.
T4, T5, NE15, N1, N2, NE19. To William. W10, N10, N11, T1, T2, To Thomas

Shattered Alliances.

Factions Bringers of Silence, Crusaders of Fire and Bearers of Change cease to exist from the beginning of this post.  End of February points will take the terrain changes above into account before this break occurs.

It's nothing personal.

All Personal Conquest Points are now moot and void, instantly switching at the conclusion of February to being Conquest Points.

Gentlemen, it is every man for themselves and all challenges can be made to whomever you wish.


Coming soon.

The end of phase 2 and points update.
The events of Phase 3.
The Necrons Unleashed and the Hunt for "Solemnum."
The road to the end.






Sunday, 7 February 2016

A Prison For Gods: The March of Bone


So!  After Phase 2 Turn 1, there has finally been a narrative development.  

"I gave you EVERYTHING.  My career, my integrity, my very purpose.  You promised me.  You promised me the technology." 
The words of the Inquisitor echoed for far too long.  The shadowed throne room, illuminated by the burning emerald of the Necron's energy flickered in the half light.
Inquisitor Yvassilli Craven, instigator of the Faustian Schism, the deaths of so many lives was for the first time in his 80 year career: uncertain. He stepped forward and straightened his back.  Realising his next words could cost him his life.  If his anger hadn't already done so. 
Beyond him, as he stood on the bridge of black stone, up steps and looming over him sat the Necron Overlord.  A giant skeleton of bone in gold and crimson.  It sat not on the throne, but beneath it.  The throne of engraved boneworks, which looked suspiciously like real bone, was empty. To the Overlords right, the Cryptek, his voice looked at the human and the Necron uncertainly.  Not a good sign. 
"Forgive my impertenance." He began.  "I simply misunderstand the reasoning behind your actions. Have I failed you?  Have I offended you so much that you feel compelled to act this way?"  
The Necron Overlord simply stared, unblinking with those terrible burning orbs of balefire.  It looked down at its hand idly, clenching it almost as if surprised it was empty.  It looked around for a second, saying something in its own tongue.  The Cryptek approached and muttered something back.  Slowly, the Overlord nodded, looking strangely... sad.  So pitifully sad.  Something lost long ago had come to memory perhaps. 
The Overlord's fist clenched and slammed down shattering the perfect steps. It stood up as one might expect a puppet, unhandsomely and yet with inhuman grace.  It extended a hand and right before the Inquisitors eyes a stave of crackling energy materialised in his grip.   
"YOU HAVE SERVED."  It said, the translation of Its voice to Gothic horrid and without emotion.  "WHILE OTHERS HAVE SQUANDERED OUR OFFER, SOUGHT THEIR OWN ENDS.  YOU HAVE SERVED."   
It took one step down, cracks forming in the stone.  With a deliberate test swing it brought the stave around and gripped it with both hands.

"FOR YOUR SERVICE, I WILL GIFT YOU." 
The gap indicated it was his turn to speak. "What gift, my Lord?"  Craven asked. 
"TIME." It said, moving slowly, surely towards him. Time.  What?  Time for what.
He looked up, taking in the sudden dreadful context.  The Necrons would move, something he had hoped to forstall until he was ready.  But no.  This was too soon.  Time.  Not time.  The Necron Overlord meant he would "gift" the Inquisitor something else:  A head start. 
Turning away from the approaching giant, Craven ran for his life, mind racing with contingency plans and agents he would need. He needed to act, quickly.
The Necrons were coming...

Damn your inevitable betrayal!


Emergency Junct. Astopathic Message.
Burn out rate 97%.
Encrypt level: Ataxia. 

To all agents in the Faustian theatre: Bone March Protocols are now in affect.  Seek out the Sentinels, tell them the information below and the attachments.  Allow this information to be captured.  Not easily.  Enough to ensure its appreciation and sincerity.  Our sponsor has betrayed me.  Us. 

Good luck. The Emperor Protects.

***
"Addendum #23.  The Duat.  A Prison which is mentioned several times in the journals of the Proto-gypters on Holy Terra.  How this information came into their possession is a heretical journey unto itself.  But if accepting this is possible, it indeed sheds light.  Illumination, on the Duat.   
In the time of flesh, the Necrontyr worshipped death in its many forms. Life was cheap it seems.  So the concept of a Prison was terrifying to them.  Imagine, losing what life span you had to boredom and insanity. A living hell.  
This place is imagined to be a separate plane, existing of several layers and separate entrances hidden away in puzzles and constellations. 
At the time of transference, this place held the rebellious, the detractors and the worst:  The political. It is here that the legends revolving the Trazian Dynasty or the House of Bones merge.  The House of Bone, otherwise known as the Trazian Dynasty was their priesthood, their religious sect looked after their pantheon of death gods. It seems that in the time of transference, when the C'tan made their devils bargain, the House was condemned to be the first among those turned into machine.  Against their will.  They were at first made subservient slaves, guardians of those C'tan who they despised as untrue gods.  
Then, as the War in Heaven reached its conclusion, they were used by the 'Silent King' to be instrumental in defeating the C'tan they once served.  Freed from their servitude, they were rewarded for being correct in their distrust in the C'tan by being locked in the Duat, with those C'tan Shards deemed too dangerous for imprisonment by simple means.
If what you say is correct Yvassilli, this Overlord you deal with is non-other than one of this House of Bone these legends speak of. What It wants with the other levels of the Duat terrifies me to the core. If It came from the higher levels, imagine what one may find in the Duat's lower darker places?
 
No good will come from this..."

***

Necron Challenges?

As the challenges last month havn't been a hit, which is completely understandable, and as the campaign is heading into its final phase soon, I wanted to heat things up some.

Especially as people keep asking me: Where are the bloody Necrons!?

Here.  Here they are. :D

Essentially, the Necrons of the Trazian Dynasty will attack the key points where the "Shard Keys" mentioned in the blog entry "here" where.  They will attack the owning player or simply take the territory.  To what end?  Finding the rogue planet's location and opening the Duat.  A Prison.  For Gods.

Once these challenges have been played out and the winners are given the Shard Keys we can proceed with the big Plot A stuff.  The attempts to calculate the location of the mystery world which will appear in Phase 3.

There will be a big game to conclude who holds the most keys at the end of this Turn.  Thinking Apoc.  But we will see.  Either way, stuff just got super serial!

So what happens?


The Mist Walker - Tresium
"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."

Upon Tresium, as the Adeptus Arbites make ready for a siege against the criminals and invaders, they are surprised by an attack from another side.  Upon the fortress which lies atop the planets greatest source of water, the Necrons attack.  With noone in the vicinity to help them, the fortress goes silent and disappears beneath the waves.  Whatever happened and happens still, remains to be discovered.  But the Necrons have taken the entire area, and show no signs of leaving.

  • Necrons Take T7.




The Never Ended - Rust
"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."

Even as Ozzy marshalls his forces to kick the Craftworld kin from his new prize planet, ships from darkest legend scour the skies as phalanxes of Necron troops materialise on his very doorstep.

  • Necrons attack R4! Challenge against Chris' Dark Eldar!


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

On the frozen ruins of Sordid's capital city, infested with the bio-organisms of the Tyranids, the Necrons appear without warning, deeming the world eaters unworthy of the courtesies of war.  Only Extermination awaits them.

  • Necrons attack S6! Challenge against Eivinds Tyranids!


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

In the Valley of Fears the sadistic Dark Eldar thrive, but as their communications fail and the skies bleed, it is obvious a significant force has invaded.  Skeletal figures of bone and blood can be seen on the horizon.

  • Necrons attack WA1!  Challenge against Chris' Dark Eldar (Again!)