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

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Showing posts with label Prison for Gods. Show all posts
Showing posts with label Prison for Gods. 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A bit out of date, will update soon.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

A Prison for Gods: Finale.


So after 7 months of gaming the Prison for Gods campaign is finally over. Last saturday the players were invited to one last narrative driven game as the forces of the Faustian Schism attempted to reach the ultimate prize: The gateway to the Duat, resting place of the Necrons sealed away technologies, and the most dangerous of Ctan.

As is typical of such events, not everyone could make it, but we did have a nice complement:

  • Rory "Rottimus" with his undefeated Black Scorpions Space Marines.
  • William "Wimaro" with his new and beautifully painted Ibraesil Craftworld Eldar.
  • Chris "Soundslave" with his perverted and insane Dark Eldar with their famous leader Ozzy.
  • Thomas "Lucky" with his determined and plasma shy Krieg Imperial Guard.
  • Magnus "Sneaky bastard" with his Black Watch Imperial Guard.
  • And me.  With my Necrons.  You know, the freaking antagonists of this adventure.  


Remember that last bit.  Because it matters.  It really does.

The Finale. (Lotsa pics!)

Around the orbit of the rogue world of Solemnum fleets of all the forces engaged with each other and the heavy automated defences of that mysterious planet. Burning black on red as its very core reignited with the heat from the local star, Solemnum was awakening. Having since long been in the cold, it was said that the kiss of a red star would open the gates. There had been truth to this. Energised by the boiling core of the planet, the ancient technologies that lay under the surface like bones took in that hyper-geothermal energy and powered itself.  

The only point on the planet which was not simply deadly Pylon networks, was a simple ziggurat, located north of the equatorial belt.  

Only a few of the forces in orbit above managed to send down forces, and of them, little would ever make it.  Between the violent magma storms and the Necron defences, it had been clearly stated as a suicide mission.  But then, promises had been made and there had been truth to them.  Threats old and dark, power unimaginable.  Many would risk death.

The Objectives.

The strategic objectives for the game were simple enough, the Ziggurat would yield a massive 6pts at the end of the game, while the Pylon and the Power Conduit would give 3.  Each player, took a secret Agenda card, depicting their personal intent.  Though on two sides, each player would have their own objectives, which would affect the game, and their allies.  As we found out, to horrendous levels!

They could either choose:
  • Duty - Selfless Glory
  • Ascendancy - Selfish Glory
  • Destruction - Wanton Anarchy

Each one gave bonuses to one of the tables, and hinted at things that could happen on the board.  

Turn One.

The game started with the Dark Eldar revealing their allegiance to the last force anyone could exp- nah, who am I kidding. Chaos had allied with ozzy it seemed, as a Hellbrute took up office at the Pylon structure, instantly giving the Dark Eldar the reserves bonuses. 

Meanwhile, Lucius the Eternal deployed on the Ziggurat itself, already prepared to breach the Prison proper.  With the Shard Keys in their possession, most of the Necron defences and security would open to them. 

The Necrons had deployed two squads of ten warriors around the ziggurat, poised to take the fight as soon as possible. 

Though the Necron side had won deployment, after a reminder from Wimaro, the Dark Eldar side attempted to Seize the Initiative, and won!  Which was bad for them. As reserves would be coming on in turn one on a 4+.

The following is sadly a brutally simple report of what happened...

Reserve rolls prove to be highly unreliable, the majority of Black Scorpions are delayed while the majority of Iybraesil Craftworld Eldar turn up with devastating effect,.


The Necron Warriors make a move to seize the Pylon from the Helbrute as their strongest allies are refused a landing space.


And promptly fail to do anything worthy of note.

A typical sight, especially in 7th Edition...


After failing to Breach the gate on turn one, Lucius charges into the arms of the waiting Lych Guard, whose 3++ saves prove to be a pain.  Locked in combat, the two groups would get to know each other quite well...


The skies fill with fliers as the Dark Eldar's only air support delivers its Necrotoxin payload on the Necron Immortals, with disapointing results.  Imperial gunships deliver punishing lascannon support.


On the left, Dark Eldar Haemonculus and his body guard deep strike with perfection and no scatter to bring 3 "poop" guns.  Necron endurance is the only thing which saves them from total annihilation.


The Black Scoprions finally arrive, at the foot of the Ziggurat with an impressive display.  And then Rottimus fails his charge roll (3"!), meaning assured pain in the next enemy shooting phase.  A key point in the battle.  Tears may or may not have been shed, cups of tea required.



The fight for the Ziggurat heats up as Ozzy gambles everything by teleporting in on the hotspot.  As the rules for the portal borrow from the rules for Embarkation, he would have to endure a whole turn before being able to try and enter!


The Dark Eldar Scourges would provide more than a little help in this game, sniping with Dark Lances from afar, they proved yet again to be more reliable then the Ravager.

"Spare me from the destructive stupidity of Mon Keigh 'bravery'"
- Heard from an Iybraesil Dire Avenger.
Taking aim on the Power Conduit, the Shadow Sword "Last Duty" fired its Volcano Cannon.  The Power Conduit, a control node keeping the planets geothermal discharge in balance shook from the hit that overloaded its many ancient defences.  The Shadow Sword would fire two more times during the game, every attempt to stop it defeated by luck or by the Super Heavies sheer raw toughness.

The 3rd shot, saw it kill its prey. The entire freaking planet.

Managing to roll on the Cataclysm table, Thomas gleefully revealed his Agenda was Duty, gaining him a +1 on the chart in his mission to destroy the gate by any means necessary.  He rolled a 6.  Meaning the planet would die, quickly and violently.  A clock had been started and each turn from now on, everything there would take a strength 10 ap 2 hit.  In hindsight, this was waaaay too much.  But damn did it feel like the world was ending.




Half the boards figures disappeared as the crust opened and poured lava death across the battlefield.  Grand Warlords and tanks were taken out scorched and blackened and entire unites were vaporised by sudden gusts of superheated air.




Despite the chaos, the fighting continued. More Necrons deployed, though what was a populated board quickly got reduced to desperate heroics by survivors and new reinforcements. 


The fighting between Lucius the Eternal and his opponents would come to an end as his "girlfriend" turned up to help.

Hey.  Can you hear something?

Another rules quandry.  There would be sadly... several.  Seriously, screw 7th.

Obligatory butt shot.





 In the end, Ozzy of the Dark Eldar was locked in combat, to be taken out by falling chunks of burning rock.  Even Lucious the Eternal, as he ran for the crystal at the top, was knocked away by the storm. The Daemonic entity of the Keeper of Secrets though, charged in, removed form sight by an incandescent snap of green lightning.

Within the Duat, the Deamon Queen tapped into the secrets there within, corrupting some of the ancient Prison for her master.  Filling herself with the secrets of Necrodermis and Ctan solar energies.
However, before she could re-emerge as an angel of death, another angel of death ran in behind her.

No-one knows what happened within the Prison, as Brother Cyrus took on the one way trip, closing the Portal behind him.  Trapped within with a dimension of danger and a raging Slanneshi daemon as his only partner, his fate would be another story...

Meanwhile, the planet breathed its last as entire continental tectonic plates split and ruptured.  The surviving forces fled, many having their promised treasure denied, some wondering if the losses were worth it...

In the end, the Ziggurat was held by the Necron side, as was the other two objectives, winning an otherwise losing battle.  Though the prison had been breached, the planet itself had been slain, and the Daemon which had managed to become something even worse, denied escape.  For now.

Of the Overlord of the Necrons, his delayed trip and late arrival would need review...


An over-larged skeletal hand wrapped around the Cryptek's extended skull, gripping tightly, drawing the servent high.  Overlord Hautsi regarded the squirming Cryptek as he forcibly scanned his  coding. Lines of Necrontyr, calculations and script screamed across his vision, stopping as he found what he had expected.  

"SO. YOU ARE ALLIED TO ANOTHER." He stated.  Slamming the Cryptek against the sheer black wall.  The wall cracked, but not as much as the Cryptek's skull.  The mewling static informed him that he had broken his vocal emitter. 
"ThE OtHErs, We, wE feaRed YouR IntEnTions."

The Overlord dropped the Cryptek, who clumped up like a toy mannequin. 

"THE TRAZIAN DYNASTY HAS ALWAYS BEEN SLAVES TO GODS. GODS OF OLD LEAD US TO BETRAYAL.  THE FAKE GODS LED US TO DAMNATION.  THE NEW GODS I WILL FORGE WILL NOT.  WE WILL WORSHIP THEM, AND THEY WILL DO OUR BIDDING."

The Overlord was pacing fists clenching, he was panting, more as an ancient habit then born of any need.  The repair protocols on his face plate were malfunctioning, his death mask shifting from a skull to something more organic but at the same time infernal: Snarling and bestial.

"BuT WHy?  Said the Cryptek, the blood red Anhk of the Dynasty now changed to that of his true allegiance, that of Sautek.  "wE Don'T NeEd TheM!"

Hautsi crooned over the Cryptek, face inches away. 
"BECAUSE THE NEW GODS WILL HAVE THE KNOWLEDGE TO UNDO.  THE POWER TO BRING BACK WHAT WE LOST. WHAT WE TRULY SACRIFICED FOR THIS."

"OuR SOuls?" The Cryptek chuckled, green discharge like liquid lightning erupting from the cracks on his skull.

The Overlord came closer, eyes of balefire burning, the Cryptek, despite all of his immense knowledge of the technoarcana, could feel the rage, the insanity.

"NO. OUR CHILDREN."


And that was that.  Next up, the boring bit, the results.

Sunday, 1 May 2016

A Prison for Gods: The final day. (Mission Brief)

As the rogue planet warms enough to allow passage, all the sectors forces move in to seize the prize, their mission: To open or seal shut the gates of the Duat. The Prison For Gods. Desperate to arrive as soon as possible, forces breach through the new atmosphere, risking raging storms to land and assault the enemies. But alliances are unknown, and there is no time to arrange for battle lines. Only the ferocity and the quick thinking of individual units will carry the day.

Atop the ziggurat, the instigator of this whole schism, responsible for every death by proxy waits for challengers.



The Armies

All forces for this mission are technically Attackers, and are advised to focus on Deep Striking units and units with Outflank. Grand Warlords must be taken.

The Battlefield

The Games Master will set up the board as displayed below, depicting mission intelligence. All Objectives are at this point unknown but some information will be present to allow for guess work. The lack of terrain is deliberate and depicts the bleakness of Solemnum's surface.


Between the planetoids turmulent storms, several detected defence pylons and the enemy ships, landing on the planet will be an excercise in loss.  Not to mention accuracy and dealing with what fate gives you.
Do not expect any plans to go as intended. Inform all line officers that initiative is allowed for this mission.
Objective Markers
There are a total of 3 Objectives on the map, as Described in the Warhammer 40,000: The Rules. One is the Ziggurat, the other two are the High Yield Obelisk and the Pylon.  These are also dynamic Objectives that rely on Players accomplishing feats in the game. Be warned however, certain actions will have certain consequences for the whole sector.

Deployment

Fixed Warlord Traits are suspended for this game to ensure no rules contradictions occur.
Players with Shard Keys may deploy 3 Units, anywhere on the battlefield at the start of the game in order of roll off and using table edges to establish deployment zones and retreat edges. In addition, these 3 Units must be accompanied by the Players' Grand Warlord. No unit may deploy within the usual range as per Warhammer 40,000: The Rules, however special rules operate as normal.

All other Units are in Reserve and arrive under the Rules below.

First Turn

At the start of the first turn, all players reveal their alliance cards and the relevant players begin rolling for reserves.  Reserves in the first turn are on 4+, continuing as normal with 3+ from the second turn.  

Game Length

This Mission uses variable game length as described in Warhammer 40,000: The Rules.

Victory Conditions

At the end of the game, the player who has scored the most Victory Points is the winner. There are no circumstances for a draw. However, certain events during the mission may allow for a "moral victory," as well as affecting the final count up.

Primary Objective
At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it. One Objective is worth 6 Victory Points.

Secondary Objectives
Slay the Warlord, Slay the Guardian (Classified), Slay the Overlord (Classified), Cause a Cataclysm (Classified), Breach the Gate (Classified).  


Mission Special Rules

Planetary Assault, Shock Tactics, Uncertain Alliances, The Fate of Billions.

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, modified as follows:
  • All of the Players units except for those with Shard Keys must start the game in Reserve.
  • All Players count as Attackers for the sake of the following Special Rules.
Planetary Assault
If a mission has the Planetary Assault special rule, the Attacker uses the reserves rule from Warhammer 40,000: The Rules with the following modification.

Instead of making Reserve Roles from the start of the second turn, the Attackers make Reserve Rolls from the start of the first turn.

Shock Tactics
If a mission has the Shock Tactics special rule, all of the Attacker's units that have the Deep Strike special rule and deploy via Deep Strike can charge in the same turn that they arrive from Reserves.

All of the Attackers Infantry, Jetbikes and Skimmer units that do not already have the Deep Strike special rule gain the Deep Strike special rule. This units cannot charge in the same turn they arrive from reserves.

All the Attacker's other units arrive from Reserves as described in Warhammer 40,000: The Rules. These units cannot charge in the same turn they arrive from Reserves.

Units that disembark from a Transport cannot charge in the same turn they arrived from Reserves, even if they or their Transport have the Deep Strike special rule.

Units arriving by Outflank do so normally, as described in Warhammer 40,000: The Rules.

Uncertain Alliances,
During the first turn, the sides have yet to be established. At the start of the first turn, all players reveal their alliance cards and the relevant players begin rolling for reserves.  Reserves in the first turn are on 4+, continuing as normal with 3+ from the second turn.  

The Fate of Billions
As this is the last battle, all infantry units possess the Stubborn special rule.

Certain scenery items and certain actions during the game (revealed on and during play) will have consequences for the campaign and the planets in the Faust sector.  

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

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






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!)















Friday, 5 February 2016

A Prison for Gods: End of Phase 2, Turn 1.



End of Phase 2, Turn 1. 




Warrens End

The capital world of the sector continues to go into its death-throws as the weapon of Nolan does its work.  Forests die an unnatural death as every living life form suffers critical radiation poisoning yet cannot decompose.

Thankfully the military forces there are taking measures, though only the insidious Black Scorpions and the Imperial Guard are offering any aid to the civilian populace.  Increased terrorist activity is hampering efforts, and some are questioning where the Astartes are taking those they "rescue." Regardless the drive to evacuate has allowed, whether innocently or not, the pretence to expand further into Warrens southern forests.

The Adeptus Mechanicus forces that appeared alongside the Imperial Guard in Warrens North Western reaches came as a shock to all, catching Ozzy's Dark Eldar by surprise and forcing them back to their hold out on the other side of the planet. What the Mechanicum's intentions are, remains to be seen, but their appearance has shown to be fortuitous.



At the beginning of the Turn, a push from the Black Scoprions into the eastern mountains initially was met by success, taking territory from the Craftworld Eldar.



All the while the Dark Eldar of Ozzy took the opportunity to prey on the retreating Eldar and took land of their own.  However, upon reaching the mountains, the Astartes were hit hard by the lurking Tyranid threat even as evacuations were underway.  Theories have been proposed that it was the Craftworld that was keeping the Tyranids in check, other theories suggest they planned the event like a trap.  Either way, the Tyranids on Warrens End have come down from the Mountains, and show no sign of stopping.

Rust

The world that is forever dying saw an epic return by the Iybraesil Eldar, returning after a series of brutal loses.  Dark Eldar forces were surprised by the sudden return and lost a sector to the advance giving their vengeful Craftworld brethren a foothold on the world.  Will this advance continue?  Or will Ozzy's Dark Eldar be able to push them back from the old Eldar world?

The loss of territory on so many worlds for a gain on one leads many to believe the leadership of the Iybraesil Eldar is running either a campaign of revenge against the Druchii of Ozzy, or they have a secret agenda regarding that world...

Sordid

Magnus'tank battalions took advantage of the Iybraesil's lack of focus on the corrupt world of Sordid and took territory despite heavy loses to their anti material weaponry.

Tresium

The lawless planet was further controlled by the forces of the 501st as its Imperial elements were bolstered by the arrival of returning Adeptus Mechanicum forces sent to secure Nolan.  Rumours have begun that the Mechanicum having linked up with the 501st may seek to retake the Forgeworld from the Black Scorpions before the majority of its hardware is removed.

Nolan

Having pushed the 501st Imperial Guard back towards the poles, the Black Scorpions have dug in, quarantining the area to the west and holding gains made while engineers acquire as much machinery as they can.  The move has born yet more criticism from the Imperial elite, and while complaints may take centuries to be reacted on due to bureaucracy and long distance communications, it is already clear: The Astartes do not care.

Nest

At the beginning of the Turn, Nest saw the Craftworld Eldar losing territory to both the unstoppable advance of the Black Scorpions and the treacherous back stabbing assault from their Dark kin. Pushed off Nest completely, it forced the Eldar to rethink their deployment and heavier weaponry was brought in.

Meanwhile, the Dark Eldars base has so far been ignored by the Astartes despite being close enough, while the Dark kin are happy enough to raid the wastes nearby, terrorising locals and harvesting body parts for some unknown horrors.

Space Hulk

The Gospel of Fear saw the total attention of the Black Scorpions Chapter this Turn, slaughtering and pushing the Imperial Guard of Thomas from its many winding corridors.  Even a sudden appearance of automated Necron defences didn't deter them and that area is now quarantined.  Regardless, the clean up will take some time and the Imperial Guard stood hard, lead to the last by their preachers.

Weapon failures and ammunition quality were a major factor in the losses causing many to wonder if the Black Scorpions used some immoral infiltration methods, purgings have been made through the command structure after the loss in attempt to rule this out.  However, another possibility is the involvement of the Munitorium's supply which goes via the Mechanicum stationed outside the Sector at Altra Teir.  Rumours among the ranks have lead to some quiet distrust towards the regiments Enginseers.  Crack downs have already begun.



To the end of the Turn, the Imperial Guard have been met with allies from an unexpected quarter: Black Scorpions, claiming to be Loyalists to the Imperium and condemning their brethren as heretics.

The sudden attention of the Black Scorpions against the Hulk begs the question to all agents of opposition: What do the Astartes want with it?  Do they know something the rest do not?

Acre

Despite her many natural barriers alongside the reinforced fence-works, The Tyranid's already on the world linked up with the invading Hive Mind, causing a sudden expansion against the Craftword Eldar, seizing the planets core power creating complex.  With the Tyranids showing intense levels of intelligence, it wasn't a total surprise when the layers of ray fences across the continent began switching off, allowing for the Tyranids to run unchecked across Acre's jungles and forests.



This leaves both the Dark Eldar, Eldar and even the Astartes holding out in their last on world pockets of resistance.  Acre as a whole seems to be losing to the Tyranid infestation and though no Hive fleet has been seen yet, a shadow on the warp is emerging, her wildlife is altering and becoming hostile. The planets very climate is changing, heating up and preparing itself for consumption on a global scale.  If not for the current conflict, efforts could be made to end this, but as it stands, Acre is on the brink.

So what's the score so far?

Well, bearing in mind this is only the 1st Turn of Phase 2, and that the big scores come in at the end of the phase, it is as expected.  Objective traits don't count for Turns and despite the extension of the Turn length, not so many games have been played.



The Bringers of Silence, though down a man since Chris' (Ozzy's) defection, the Bringers of Silence have maintained their hold on terrain, even gaining some.  In second place, but only just, are the Bearers of Change, stealing the position although both Eivind and Chris have placed most of their points on Personal gains.  Last but with a varying degree of luck, the Sentinels of Fire have continued their run of luck, but with some late victories, perhaps the tide is changing?


But what of the narrative missions?  What of the quest for the final planet and its riches and glory? Although many clues of secret locations have been given out, due to time constraints and a general lack of interest, they have gone ignored, usually in favour of personal agendas.  William's Eldar have finally gotten their foothold back on Rust, Rottimus' Black Scorpions have been claiming everything from Mechanicum machinery and the Space Hulk for their survivalist empire and even Thomas' Imperial Guard have taken in supposed crusaders and malcontent from the Astartes, including a as of yet unknown Battle Chaplain.

All this boils down to players creating an maintaining their own narrative in game. Which with all the fighting, duels, grudges and epic battles gives each faction a history and each forces more exceptional characters a story.


However....



The Necron sponser is getting impatient...