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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 forge the community. Show all posts
Showing posts with label forge the community. Show all posts

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






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!

Monday, 15 February 2016

Prefab Hab Block: Warhammer Scenery on a Budget! (Picture dump)


I've been requested by a couple of people on Facebook to show more pics of the recent additions to my scenery collection at home.  As some of you know, I've got space for a rather large 8 by 4 footer, and it sees a loooot of action.  The scenery on it is getting a bit stale, but not being ultra wealthy, I have to think efficient when it comes to getting scenery.

The below housing (ignore the ruins), was inspired by something I found on Pintrest, a 20mm scale version.  The principle remained the same: Find gift boxes of the same size and appropriate scale to the 28mm game.  Decorate with bits to show it as a building and paint up.  Simple.




























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!)















Tuesday, 22 December 2015

A Prison for Gods: Evolution of the Conflict.


Despite Christmas taking its toll on the games per week, we've been endevoring to continue.  I've announced that Phase 2's first Turn will extend until the end of January.  I did this as I can see all the players involved eagerly expanding their collections:

Rottimus has nearly finished his entire collection of Black Scorpions, a feat worthy of a whole host of Blog posts, with a little help from William (Wimero).  William recently got hold of some more Dire Avengers as well as 3 Falcon Grav Tanks.  A game changer, potentially.  Meanwhile the Imperial Guard Players, Kaia, Thomas and Magnus have had their sides boosted by the addition of the Mont'Ka extras: The Cadian Detatchment etc.

Also, because of this, the following extras and rules addendums have been added.  Mostly to add more character and story to the campaign, but also (see the boring bit at the end), to clarify some of the older rules regarding the setting up of challenges and games. Hopefully, at the end of this campaign, we will have a tried and tested, AND updated rules set I can hand out and make readily available. 

Crisis Events.  

The following is a list of events of interest within the Faustian conflict.  Any battles commited within these areas may include these "Crisis Missions" however these are special events which contain small or large amounts of house rules.  Fun before Fair etc.  Rewards are available for at least taking part, with the lion share going to the victor.  
"The signal decoded on Warrens End wasn't just coordinates to the planets within the Faustian Sector of relevance to the campaign, but also more. Specific areas, decoded, revealed incidents of special value. Finally revealing more and more, to the reason for the Necrons interest in the system. And relics of glory, amidst the death."- Demitrius Nicodemonus (Executed Traitoris), the folly of Faust.



WA1 - Wake. "A Silent Screamer"
On the ghostly plains of obsidian dirt, a strange signal is being broadcast through the warp. A nothingness that indicates something. A negative presence that belies an intent. Stow the warp energies. All of Wake is silent. But this place, the valley of fears, something is calling out, in a silent scream.

NE12 - Nest. "The Ruins We Build On."
On Nest, Hive Threadweave has broadcast a distress call. The defence auxilia is reporting heavy loses from an unknown enemy emerging from the underhive. Something old stirs in the deep dark places long since forgotten about. People are dying.

T7 - Tresium. "A Poor Place to Run."
As Tresium descends into further disarray as pirates and criminals expand the cold zones, the Adeptus Arbiters have retreated to their stronghold upon the lake. The only water source on Tresium. Despite this predetermined position of power, they have issued an SOS. They are under attack. And not just from the population's worst. The lake is bleeding.

SH1 - Space Hulk "The last ship in."
The Woe, an amalgamation of hulks brought together by their very realness while within the warp, now glides through real space like a man made planet. Within this metal crush of bulk heads and a variety of races space vessels, the coordinates supplied point to a source of great energy. But time is running out, the space hulk is heading towards the Final Yawn, the Faustian Sectors very own Black hole!

A5 - Acre "In the Mists."
Sprouting from the river, a great mist has begun coating the nearby lands in white. Within, the screams of the local Warden guard can be heard. The coordinates lead into it. The mist.

S4 - Sordid. "A Sordid Heart."
Sordid. Abandoned by the civil and condemned by the Imperium, is heading further and further into the warp storm nearby. But with the coordinates supplies on Warrens End, we have learned that something is stirring on Sordid. Power, corrupt, deadly and possibly helpful.

W24 - Warrens End. "Without a Paddle."
An agent of the Inquisition, working for Dormenghast, has been injured and has fallen into the giant river Whistle on Warrens End. He must be recovered, dead or alive, and the information in his memory stacks secured. He has seen things. Important things.



Ongoing calamities.


This is merely to spice things up. During Phase 2. All games affect certain narrative elements. These have nothing to do with Factions. smile emoticon Just remember, your actions may bring the eternal enmity of your enemies and allies alike.

Warrens End. Evacuation! 
Anyone playing a game on Warrens End, and is victorious can declare if they are killing/kidnapping or otherwise harming the population or preventing their evac, or aiding in their evacuation.

Nolan. Falling into hands unworthy!
Anyone playing on Nolan, and being victorious in any game, may dedicate that victory to either stealing technology, or aiding the native Mechanicum to secure or destroy it.

Acre. Death by Consumption!
Anyone playing on Acre and being victorious in any game, may dedicate that victory to either aiding or allowing the native Tyranid creatures eradicate the Wardens or by aiding the wardens to contain the native Tyranid threat. (note, doesn't affect Eivind)

These will be tallied up at the end of the phase. The side with the highest score determines their fate.


Updated and clarified: Effective immediately.

Basically, this clears up the whole "where is the game taking place??" But is largely rules we are already using. Note the complete removal of that city-fight and planetary assault bullshit?

Fighting Battles


As mentioned, the campaign is split into 3 phases, each of which contains two halves or Turns. During a Turn, a player can play as many or as few games as they like.

If Players lack an opponent they can also choose to attempt one of the Special Mission locations scattered across the maps by attempting to take that territory or by already owning it. Special Missions, marked with a Gold Flag, such as these are purely narrative games with unique rules and are largely GM controlled affairs.

To initiate a battle, a player may challenge another player by declaring on any chosen social media, via email or by shouting their intentions from any selected building roof. Challenges can be made to anyone in the campaign not on the players own Faction. Battles can be fought using any agreed points level and expansion.

The Challenger declares whom they wish to attack and upon what planet the battle will occur. If the Challenger has a sector already on that planet, or possesses a spaceport on another planet, they may select the exact sector they are aiming to take over.

The resulting game is played for that sector using any special planet based rules for that particular world. For any special scenarios that demand an attacker/defender dynamic, the Challenger is presumed to be the attacker.

  • NB! Only the Strategic Objectives on that world count for that battle, except for the Space Port used when attacking from off world. Be aware that invading another planet is no small task!
  • NB!! A Challenged player must attempt to play against the Challenger before engaging in any other games, within reason. Allied players within the Faction may be called upon to represent the original Challenger or Defender, though the results still affect the original players!

After a Battle


The result of the battle should simply be determined as a Win for one side, or a Draw.

If the Challenger wins, they may take the territory previously determined if they had either a sector on world, or a spaceport on another. If the Challenger won but has not a sector on the attacked planet, or a spaceport, the defender must choose one of his sectors. The Challenger takes that sector.

If the Defender wins, they may choose to take one of the Challengers sectors if it is on the same planet, or if they have a Space Port, may select and take one owned by the Challenger from another planet.
  • NB! If a player had lost a sector in their last game, they may not immediately choose to take it back in their next game. They must first play another game, which may be against another opponent before trying to select it again. However, if the Defending player wishes and it is appropriate (No Spaceport or on world attack), they may choose to relinquish this sector to the Challenger even if they had just taken this sector from them.

Friday, 6 November 2015

A Prison for Gods: Phase 2 Worlds



The planets of Phase 2.

As we come closer to the end game of Phase 1 (1/3rd of the way!!), we take a look at the new territories about to be opened up.  Maybe, predicting where the plot will suddenly take us...

The Hulk, Gospel of Fear – Zone Mortalis rules. 



The Gospel, slow and certain, has been moving through the Subsector like some sign of the end times.  Her path thankfully doesn’t bring her into dangerous proximity to any of the Imperial territories no serious attempt has been made to board.  Though word on Tresium’s seedier bars tell of a great hoard of archeotech there, aboard an old xenos vessel found deep in her mashed up innerds.  Though those same rumours also tell of its spectoral guardians…

·         Planet 5 – Tresium


Official Designation: Tresium Primus Population: c.5.1 Billion >> Settlement Stamp: C.M35 Tithe: Penitentus Sanguine
Corruption Decline: Mutations 1/5000 Military Presence: Arbitus Maximal

Tresium sits before two ice worlds before a hot yellow sun, ringed by two layers of asteroids and ruined void craft. 
Outworld, Borderworld, Scummerland.  Tresium, despite its noble origins as an Ecclesiastical Mission of some lesser known saint, has become a haven for all of the Imperiums Scummers and Villains.  The precints of the Adeptus Arbites have long since lost their battle to retain order.  Cold Zones and Crime Lords run the surviving population centres, while bribed officials allow ruthless Pirates and dodgy Rogue Traders to go about their business, whatever it may be.  Some aren’t even human.

·         Planet 6 – Nest


Official Designation: PX-R55Kappa Nest Population: c. 12.9 Billion >> Settlement Stamp: C.M35 Tithe: Vermillion Corruption Decline: Mutations 1/9000 Military Presence: Substantial
Colonised prior to the Horus Heresy, the planet has a long legacy that through constant civil conflict has been lost.  Tall hive spires dot her surface as the planets previously stable atmosphere chokes on the Imperial production machine.  Beneath these gigantic metal towers lie the ruins of old.  Pre Imperial and some, even older.
The Imperium however only cares about its recruitment rates, as the constant fighting and brutal gang warfare breeds excellent soldiers.  From its many lofty Hives come Nest’s greatest export: People. Violent people.
Recently reports have come in of non-licensed cults of the Emperor becoming more restless and the Adeptus Arbites have deputised the Imperial Guard regiments garrisoned there.  Civil conflict has erupted anew, even as something older stirs beneath the earth and the cities.    

·         Planet 7 – Sordid


Official Designation: Sordid Prime Population: c. 4.3 Billion << Settlement Stamp: C.M37 Tithe: Punitary Corruption Decline: Mutations 1/500 Military Presence: Purgation
A world close to the edge but circling the drain.  Sordid’s long rotation brings it closer and closer to a raging Warp Storm called the Depths of Gorath.  Strange effects have begun occurring, psychic registration is through the roof and the Black Ships leave full each time they pass.  A plague has begun on the planet, causing many quarantines to occur, and cities to be left empty.
Sordid is alone in its system, the star ironically a white sun that does little against the coming dark.  The doomed world is a grim reminder of the effects of the warps corruption, and emigration, largely unchecked threatens to spill that corruption to other worlds in the sector, in the form of cults.-- Warp - Winds: For the duration of the game, Psychic powers require a 3+ to cast instead of the normal 4+, however miscasts occur on any double.

·         Planet 8 - Wake


Official Designation: Wake Quintus
Population: c. 1500 << Settlement Stamp: C.M35 Tithe: Nil Corruption Decline: Nil Military Presence: Auxilia Observa (Ref: Increased self murder)
Wake is a barren airless moon, dotted with ancient cites of Xenos origin.  Though many Rogue Traders and Mechanicum Explorators have dared to go there, those that return speak of sleepless visits, haunted by ghostly whispers and hallucinations of a world long since lost.  Psyker analysis of the surrounding area proves that no warp influence exists.  Which makes the whole matter even more terrifying.
Wake sits as the fifth body in its own diminished system of barren planets.  Most showing sings of former life but at some time or another some great ancient tragedy has seen their atmospheres blasted from them.
Rumours still insist however that amid those blackened dead pyramids and shattered cities lies a prize worth all the risk.
- Psychic Dead Zone: For the duration of the game, Psychic powers require a 6+ to cast instead of the normal 4+.

Sunday, 1 November 2015

A Prison for Gods - Ending Phase 1 (Turns 1 and 2)


One of the things I've noted as a GM for this great undertaking, being the campaign, is that nothing goes smoothly and you have to roll with it.  Well, after finding the time for a large game one evening, I found myself with the whole campaign cast being able to come over.  I could have simply had a simple set of games.

..

NAH

Crisis Mission - Mothballed.

Instead, what followed was an attempt at something called a Crisis game.  Ergo, abnormal fun before fair shenanigans with special rewards.  I basically reacted to the opportunity.

The game would represent a huge battle on Nolan, where the two factions were attempting to secure the weapon responsible for the total destruction of Rust, reducing the former maiden world to a radioactive waste.

After a roll off, I found that the Bringers of Silence had reached there first, securing the sites overlooking artillery and dug in while their sponsor sent in Necrons to support.  The attacking Sentinels of Fire wouldn't be completely alone however, as the Tyranids conspired to attack even as they did, in an act of unfathomable intelligence.

There would be two boards.  The bigger main board (8 by 4') would represent the esplanade before the Forge warehouse, the other on the coffee table would be used to represent the overlooking bunker and would consist of tiles taken from GW's recent re-release of Space Hulk.  Using the majority of the Zone Mortalis rules, this would epitomise the Crisis' missions step from the norm.

The attackers were given a brief, allowing for some planning.  As the defenders gained the guns, the attackers were given 300pts extra.  Though the defenders had to deploy first, the first turn would be decided by dice roll.

Defenders


  • Rottimus (Rory) - Black Scorpion Space Marines
  • Chris' - Dark Eldar
  • Magnus - Imperial Guard
  • Me!! - Decurian Necrons

Attackers


  • William - Craftworld Eldar
  • Kaia - Imperial Guard
  • Thomas - Imperial Guard
  • Eivind - Tyranids





The Defenders chose me, with my Necrons to guard the bunker, meaning I would be using only 1000pts of infantry.  Hoping to take advantage of the Decurions endurance, I went with the Cryptek formation with reanimating swarms and Wraiths alongside warriors.  My direct opponent?  A scary list of Tyranid Carnafex's, Swarmlords and Genestealers!?

The Defending Bringers of Silence won the roll and began deploying.  Highly suited to gunline tactics, Chris' Dark Eldar lined up alongside Rory's infamous artillary and Ack Ack train and Magnus' tanks.  The anvil from which deep striking drop pods and teleporting web way attacks would flow.

NO FLY ZONE MUTHA FOOKERS!



In an act of complete aggression, the attackers, the Sentinels of Fire placed everything they could, hoping they could weather the storm.

Kaia deployed her newest prize, a Forge World flamer Malcador with its Ignore Cover Ap3 Torrent weapon.  On the right flank Thomas' Bane Blade sat while in the centre Kaia's Knight walked ahead of William's Wraith Knight.  It was a Lord of War fest, but could they last?

The first turn was devastating.  In a combination of good shooting choices, good dice rolls and downright disgustingly competitive formations, the defending side took out the Malcador, and most of the attacking army.

Despite this, the attackers pushed on, weathering the hail to take the first set of objectives.

Over at the bunker, the Tyranids began knocking down bulkhead doors and clashed with the Necrons.  It was irresistable force vs immovable object.

One thing to note was the turn discrepancies, as we had less to do, both me and Eivind would be finished with our turn quicker.  Something I hadn't considered.  But then thats the kind of experience which makes games like this work better in future!

Turn two saw the turning point as the shooting took out the Knight, wounding the Wraith.  Objectives across the board changed hands and the attackers were quickly running out of units.  Despite this, moral was high, especially on Thomas's Death Korps side, where dying for the Emperor was actually listed as one of his life goals.


On the last turn before capitualation, the fliers came on.  Rory's no fly zone as created by his Hunter/Stalker formation allowed for his Fire Raptor count as here to dominate the air.  Ultimately too many casualties had been taken.  Which would end in a victory for the defenders.

The victory streak of the renegade Bringers of Silence continued.  At least for today.

The twist?

But WAIT!  As the Tyranid Swarm Lord entered the room with the objective in the bunker, Eivind was given a choice!

"You discover an operational Catharsis class Bio weapon ready for deployment.  You may choose one planet, killing one sector of your choice and reducing it to a nuclear waste.  This has no effect on other sectors bar the impact site, but does change the rules for games played there to include Rusts.  Oh and civilian life as you know it ends within days as the atmosphere is poisoned."
Eivind, being on his own faction, took exactly 1.3 seconds to pick Warrens End.  The capital world of the sector.  Population circa 27 Billion.  The rest of the room was silent as I explained the fluff or background of what had just happened.  Rory was the first to insist on an evac mission. More on that later. :D

The rewards were a free unclaimed territory for the winning team.  Every participant could choose their armies Grand Warlord's "fixed" Warlord Trait.  Something I had been looking forward to throwing in to allow for some character building and less random play.  We will see how that pans out.  A lot of people have gone for "fluffy" choices which I love.

Game analysis

So what the hell happened?  The defending party slaughtered the attackers convincingly.  While effective units, first turn advantage and OP codexs were mentioned.  One telling factor was the scenery.  I have a LOT of cover save giving scenery, but little line of sight blockers.  Something I will be changing.  Currently the terrain suits a gun line list, but it shouldn't exclusively empower it.  So that is one thing I will be doing.  The rest is classified.

Remember:  "Fun before Fair."  

Thankfully, the mood was the best its been in a while and really reminded me why I go through all of this to run the campaigns.  Best gaming group, ever.

Next?  

Well as we move closer to xmas gaming will be harder.  We have an end of Phase big game soon.  Which will use some of the lessons learned here.  And have some plot twists.  And have some new units.  And will see the introduction of some new planets!


  • Nest - The reaches
  • Tresium - The outlands
  • Quietus - The warpless
  • Sordid - The doomed
  • Space Hulk!


Phase 2.  Under construction!
The Craftworld Eldar of Imbraesil have discovered that the destruction of their Maiden World of Agetha (known to Imperials as Rust) was due to Imperial involvement.  Not of their darker kin. Their investigation continues.
As Warrens End's atmosphere turns toxic, panic amongst its population is rampant.  Anyone influential enough is leaving and the Black Scorpions work to rescue as many as they can before it is too late.
While the report lays blame on the Tyranids, not many can believe the beast capable of such an act.  Many blame the Necrons, seeing it as some part of their yet unseen agenda.

Cracks are showing in many places in the Factions alliances, tenuous as they are.  Will the next big game see something shatter?

The Faustus sector at the end of Phase 1?

Currently, after the climactic events of the Mothballed mission, the map looks like this.  Warren's End is in her last days, Rust is firmly controlled by the Dark Eldar Archon Ozzy. Acre is being infested by Tyranids and Nolan is in total chaos.






Due to the way these things work, the big game this weekend will see not only the last game of Phase 1, but also the introduction of the planets above, instantly expanding the frontiers of the conflict and plot.

Stay tuned for more news from the Faustian Front!

Thanks for reading

- R