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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 Narrative. Show all posts
Showing posts with label Narrative. Show all posts

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.

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: A Narrative Campaign.


Ok, back to work.

Well recently me and 8 unfortunate victims friends started up a Warhammer 40,000 campaign, based off the foundations set by the Crusade of Fire set.  Using the Planetary Empires and Mighty Empires tiles, I copied the method regarding planets and strategic objectives.  But there the similarities ended.



Not only is the Crusade of Fire book sadly unfinished and obviously not proof read, its also mid 5th to 6th edition.  Now on my travels I did find the original work (I assume!):
https://thecrusadeoffire.files.wordpress.com/2012/12/crusade-of-fire-campaign-v-1c.pdf
Which helps, as well as a number of other campaigns, the Apophis campaign set:
http://www.miniwargaming.com/apothis
Always research before setting out.  Very often you can find a better way of doing things, or at the very least, have a plethora of bolt on bits and stuff which can be added in once the players are used to things.

Credit: AdamBurn

Anyway, what makes PfG (Prison for Gods) different?  Well I was sick to death of all the campaigns being focused on Imperium Vs Chaos oh and some Aliens.  Our gaming group does have a number of chaos players on the fringe (as in they are practically their own little Eye of Terror of a gaming group), but largely we play Xenos and Imperium.

And I play lots of Necrons, and some imperial guard!
Credit: Kurt Metz

The Aim?

Primarily though the campaign would aim to be:

  •  Fun
  •  Flexible
  • Narrative

Fun? 40k isn't balanced.  It just isn't.  Deal with it and have fun or continue working the system.  Therefore I prefere to put Fun before Fair.  (Not instead of, before.  Big diff!).  So this campaign will have a lot of unbalanced but fun and unusual antics on the side.  At the end of each Turn/Phase (More later) or as Special Crisis Missions made available as the campaign burns on.

Flexible? Most campaigns burn out as a result of demands exceeding enthusiasm. Usually because things become a chore or life gets in the way.  To combat this I decided to have this campaign as a long burn campaign, going over 6 months.  2 months per phase.  More on what this means later but basically, so long as you can manage 1 game per freakin month, all will be well.

Narrative? The campaign aims to end with nothing short of a history to refer to in the future.  A background for each participant and grudges to last the next few years. Noble deaths, victories, last stands.  Anything goes.  So long as even the losers get awesome background and reasons for revenge, its all grim dark, right?


So why can't we all just get along? (This time...)

So.  What would a narrative campaign centred around Necrons look like?  Well they like loooong sleeps, obliterating the lesser races and generally not being too insane just yet as immortality apparently does that.

This really did have a lot to do with where the fluff (background) with my Necron Dynasty was going, so I tied it to that and swore NOT to play in the campaign.  Instead being the Games Master/Story Teller.

This would be about what would happen if an ancient entity gave you an offer you couldn't refuse.  A Faustian deal which didn't handle with chaos, but with something more devious.  Good old fashioned "end justifies the means" business.  With aliens!

"I will gift to you, Imperium of Man, the power to still the dimension you call the warp.  Long ago it was a weapon to our foes and we devised methods to disarm them.  You already enjoy the fruits of our labour in the gateway to the fallen empire of the Eldar, your beloved Cadia.  This technology I offer you, to accomplish that which even your seated god could not.  Join me, aid me in my quest and you shall have the bane of the Old Ones and more."

Repeated message handed to a series of Imperial commanders prior to the Faustian Schism.

What if.  What if the Overlord of my humble Trazian Dynasty offered the Imperium of a specific sector the chance to use Warp severing pylons like those found on Cadia?  Just up and offered them such a prize for one small service.  Like gold in El Dorado, such things mean nothing to him (Though it is an act which would annoy other Necrons, screw them, Trazian cares not because SPOILERS!!!).



What would this do to the Imperial commanders who could grasp at such a gift?  Would the cost occur to them?  What about the Adeptus Mechanicus?  The Imquisition?

And for the others, the Alien and the Renagade, why simple riches garned in the ensuing conflict.

Either way, now we have a very real, albeit unique, reason to cause a civil conflict between so called Battle Brothers which hasn't been seen since the Astral Claws incident.

The Faustian Schism, also known as the Prison for Gods Campaign had begun.

"What would become known as the Faustian Schism was caused by nothing more than negotiation and favour with the Xenos…"
Excerpt from the Journal of Colonel Rewitt, Warrick 3rd.

What next?  Well I need Factions.  Crusade of Fire has enough for the two directly opposing Factions and a third for the Others.  Well this time it would be a little more based on the beliefs of the Players army commander.  Space Marine Vs Space Marine, Imperial Guard Regiment Vs Imperial Guard Regiment.

The Factions.

• The Sentinels of Fire “The enemy of my enemy is next.”

"Beware the machinations of the enemy. Their goals are not so noble. They seek to unleash something old and terrible. No price, not even the staying of the warp, is worth the cost."
Primarily made up of those hard line and incorruptible Imperial commanders, benign Eldar worried about developments, those who know of the Wars in Heaven: They aim to stop the invading factions from taking territory, or implementing their plans.

• The Bringers of Silence “The end justifies the means.”

"Accept the advances of a greater race. Carve out a sector free of the pervasions of the warp, take artefacts of great power and seize glory in war. Allow a new power, and be in it's favour."
An alliance of radical Inquisitors; jaded Imperial Commanders, wealth hungry Xenos and anyone their mysterious benefactor could coerce with bribes and promises.

• The Bearers of Change “All your bad Mondays at once.”

"They seek to parade their “Gods” and close the doors on what is ours by right. Chaos and change is eternal. A galaxy of fire was promised and must not be snuffed out before it has truly begun."
The Great Enemy of such insanity as peace in our time. Primarily Chaos, Orks and other creatures of constant violence and upheaval. They seek to both stop the Bringers of Silence and use the wars to take from the Sentinels of Fire.  Also, this slot works well with Tyranids, which do have an underlying and building role in the campaign.  Both forces operated as "bad weather" that while not directly involved in the plot can bring ruin to all if ignored!

Coming soon?

As we will be starting this campaign as of next week, I'm blogging in a catch up frenzy.  Next up will be more info regarding how we will go about the gaming mechanics.  While I'm not going to releasing access to the live rules set, I can give people the gist and why changes were made.  Planets and characters too.

Also, expect to see introductions to the Players and their forces, pre-campaign narrative developments (we have NEMESISESES!!) and shout outs to their own blogs where some of the players have already started writing their sides ahem, perspective on the incoming conflict.