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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 Storytime. Show all posts
Showing posts with label Storytime. Show all posts

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, 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.

Thursday, 27 August 2015

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

The War in Heaven.

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

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

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

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

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

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

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

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

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

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

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

The Faustus Sub-Sector – A Timeline.

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


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


A Devil’s bargain.

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

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

But what of the cost?  

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

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

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

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

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

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

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

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

The Schism begins.

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

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


Wednesday, 18 March 2015

Story Time - A dream with no heart part 2.


Mass reactive rounds, crude devices made from a crude alien race, slammed into Hautsi's chest.  It registered the impact as pain, without the sensation it used to bring.  Hautsi missed that most of all.  Pain, suffering, despair.  These were the things that made It's people fight so hard and live so bitterly yet passionate lives.  The cracked ribs instantly began to bend back into shape, repairing on asub molecular level.

Hautsi felt the destruction of the Monolith.  Growling Its displeasure.  These aliens had come here to plunder the planet.  Yet this world was of Hautsi's people, and though a prison, It felt revulsion at the idea of them taking it as there own.

The Overlords original plans of flight evolved.  It would make a stand here, accrue assets through the Dolmen gates to the other Duat structures.

Already Hautsi was connecting with the underlying structures, long silent and abandoned tombworks, awakening all manner of ancient Cryptek constructs and more of the Duats prisoners turned warriors.



Thirty of them held the line infront of It, lazily laying into these strange creatures in curved armour of midnight.  Flesh and bone inside armour.  The symbol on their shoulders had been the thing which had made Hautsi change tactic.  A great Scorpion icon in blood red.

The symbol had caused Its memory pool to run an automated search, for something Hautsi had no memory of.  Yet that symbol struck a nerve.  A ... feeling.  And feelings were so addictive now.

Another artillary shell landed amongst the Lychguard.  They automatically raised their shields, luminescent green energy took the brunt of the primitive explosive ordnance but one of their number fell.  Unable to locally repair it disappeared as if disintigrating, returned to one of the many reanimation halls to be repaired.

The Silent King may well have sold their souls in the process, but in some ways the deal did get them what they wanted.  They were immortal and practically invincible.

But what a cost?!

Hautsi's palm itched, as if someone small was trying to hold it.  It found itself staring a space to Its side, half expecting eyes of brilliant colour to be looking up into Hautsi's eyes with pride.

The half complete memory burned.  Hautsi wanted to kill something.  Kill it and kill more.  Kill and kill and kill.

Across the courtyard, Its warrior phalanx had finally fallen, as had several scarabs and a spyder construct.





Tomb Blades shot overhead, impossibly darting between the ruins and trees to engage the enemies flanks.  Green lighting shot over Its head as another Phalanx of warriors, skulls with blood on their jaws, fired at range at the enemy.

Hautsi spotted a winged alien, his great axe pointing at him in a challenge.  The Overlord returned the gesture and made to charge into the fray with little support.  Suicide. A blissful and sweet ending to the nightmare.

One of Its bodyguard, a Lychguard, stopped Hautsi with a flat palm upon Its sternum.  An intimite and fatal gesture to a superior on any occasion.  Hautsi raised the titanic warscythe in Its hand to strike down the disobediant Lychguard but stopped inches from the strike.  The Lychguards mask was bowed, acceptance to the judgement.  But the flat palm, the gesture was so familiar.

We need you with us. Came a sluggish message across the Cryptnet, from the Lychguard.  The army was not yet fully awoken.  To risk Its own life now would be stupid and selfish.  Selfishly forgetting the revenge of all here in favour of Its own need for an ending.  No.  Such fun would come later.

Huatsi flushed away the rage and gave the order to back away as the enemy was bombarded at range by all the fire power in the area.  It felt humiliation in the gesture, watched as the winged alien was taken down, sensed it yet lived.  Good.  This was not yet done then.



The Overlord felt a confirmation that the flanking attack to the right had been succesful and the enemy withdrawing.  Excellent.

Hautsi turned around to continue Its work within the tombworks of the Duat.  The battle would continue without It.  But the aliens would be back... and in greater numbers.

It was time to see what else was imprisoned here...