Sunday, September 28, 2014

Chapter VII - Ascent

++++++++ EMERGENCY TRANSMISSION - GRADE MXXIV

++++++++ From: Dietrick Armengarde, Rogue Trader, Captain of the Dies Suberbia
++++++++ Via astropath - beacon: ERROR
++++++++ Countersignal: ERROR



The planet is in turmoil below, as the different heretics and xenoes below mills around like insignificant ants. Their preparations seems to be frantic, and their goals seems to be the stranded cargo ship, which now seems to have begun to meld with the cityscape. What could they possible hope to achieve by going in there, more than swift death in it's dark confines? It eludes me, but it does not matter. I have already found the truth. The truth about why we were all here.

Surely, the Void in all it's infinity wanted someone to finally understand. An exceptional individual to finally grasp the truth behind the universe. I have been chosen, since I now know the secret: The Void is beauty. The Void is perfection. My followers know it as well, and I have begun to lead sermons and meditation upon the observation deck. As I gaze for hours into the great nothingness, I feel at peace. Some of the followers have proven not to be worthy, since they could not stand to look at the Void for the whole meditation; claiming that it was to much and too dark. I ordered their eyes removed, so that they will never again disgrace the Void with such lack of spirit. They are now serfs, whose only existence is to serve us, the chosen.

Let the insignificant beings down below wage their petty battles. If they have not yet begun to grasp at the truth, then they are beyond salvation. I pity them, but I am merciful enough to at least spare them a hopeful thought of a swift death and end to their agony. After all, they are unworthy.


Special Mission - Desperation
The end draws near as an opportunity has arisen. The forces have gathered all the shards they can carry, and they will serve them well in the confines of the ship. As they enter, they will fins that the great cargo holds of the ship have merged with the ruins outside, giving the confines a look of a underhive. There is no return now. The forces must fight to the bitter end, since retreat means being cast back to the planet, with no hope of salvation in sight. Therefore they must scour all enemies from the ship and become the masters who decide it's fate. Scattered around it's dark corridors are intact defence systems and shield generators. They have no power, but clever usage of the warp shards may revive them long enough to be used. Maybe even long enough to secure their salvation.

This mission uses the horizontal deployment from the original missions 1,2 and 6 in the Kill Team rules.

The scenario will utilize five objectives. One is placed in the absolute center of the board, while the others are placed in the center of each table quarter.

Before the battle, roll a d6 for each objective to determine it's properties:

1 - Point Defence System - The objective is a hidden defence system which can be controlled from a nearby terminal. It uses the profile of an Assault Cannon, and follows the rules for Weapon Emplacements with the following exceptions:
The system cannot fire on it's own, and must be controlled by a model in base contact to be fired. 
The system does not provide a cover save

2 - Shield Bulwark - The objective may generate an intangible dome of force, providing a 4+ invulnerable save to all models within 6". This save can only ba applied to attacks with originates from the outside of the radius.

3 - Surveillance node - The objective can gather feedback and info from clusters of still functioning sensors around the ship, and clever usage of this can greatly assist in target aquisition. Each turn, one model in base contact with the objective gains the Ignores Cover rule on all of it's shooting attacks.

4 - Medical Servitor - The objective is a stationary medical servitor, armed with an array of stimulants and syringes. It provides Feel no Pain to any model within 6". 

5 - Cleansing Machinery - The objective is a station for cleansing the outside of the great cargo containers which usually occupy the ship. Hower, it would not take much to apply it as a weapon towards enemies in close proximity. It uses the profile of a Flamer with the Torrent special rule, and follows the rules for Weapon Emplacements with the following exceptions:
The system cannot fire on it's own, and must be controlled by a model in base contact to be fired. 
The system does not provide a cover save

6 - Ammunition Storage - The objective is a stash full of various ammunition, giving troops in close proximity plenty of firepower to drown their enemies with. Any model within 6" of the objective may re-roll failed rolls to hit with any shooting attack.

All of these abilities need to be activated to be in effect. To activate it, a player must move a model within 3" of the objective, and may then immediately spend a Warp Shard to activate it. An activated objective may be used for the rest of the game, and can be utilized by both players. The Warp Shards are permanently spent.

After determining abilities, take turns to place the objectives as instructed above. Roll of to decide who begins.

A player do not need to roll for rout during this mission, as this is the last charge for a chance at freedom.

The player who holds the more objectives at the end of the game wins. In the case of a draw, play one additional turn to see if a winner can be determined. Repeat until one of the player wins. 


This scenario will be played like a tournament, where a classical tournament bracket as seen below will be used. 


In the end, the winner of this last mission will also be the winner of the campaign. That player will get the chance to determine the outcome of the story, how they utilize the cargo ship and how they proceed from there on. 

Monday, September 22, 2014

Chapter VI - Descent

++++++++ EMERGENCY TRANSMISSION - GRADE MXXIV

++++++++ From: Dietrick Armengarde, Rogue Trader, Captain of the Dies Suberbia
++++++++ Via astropath - beacon: ERROR
++++++++ Countersignal: ERROR


The Void is beauty. The Void is perfection. Such are the tenets that I have passed on to my followers. After jettisoning Jeane out into it's dark embrace, most of the crew ceased their agitated behavior. Some discontent still remained but as my most loyal followers whispered the names of the malcontent to me, the black perfection of the void which soon surrounded their bodies quickly silenced any complaints. It has been a month now since the first Sending of Jeane, a whole month since I first understood the truth. The Void is beauty. The Void is perfection. After the recent Sendings, the other understand as well. How could I want to leave the Void's embrace, when it is now so obvious that I was meant to be here, and meant to discover this truth.

I have also understood that the warp seems to be a mere extention of the Void, the movements of the unmoving. We have been taught to fear the warp, but those teachings must have been lies born out of the fear of lesser men. Since the warp is a part of the Void, it is also a blessing.

The blasphemers, xenos and heretics down on the planet could never understand what gifts that the void brings them. Yesterday, the inert cargo ship which almost sent us all to the Void's embrace was swallowed by a warp phenomena which whirled around the planet. When the Void was calm once more, the ship had plummeted to the planet below and now lies sprawled across the cityscape. It seems intact, although the warping nature of the planet seems to begin to integrate it with the surroundings. This event seem to have triggered an interesting reaction among the vermin below. Most of them has begun to collect an even greater number of the warp shards which now lie scattered upon the planet. My loyal follower and astropath seems to think that they hope to use the shards to wake the warp drive of the ship, an absurd notion to be sure. I pondered if he were deserving of a Sending of telling me such absurdities, but who would allow me to send out the truth if the Void claimed him? The sermons will go on. Truly, we have found our calling.

The Void is beauty. The Void is perfection.



Special Missions - The Harvest
The arrival of the ship changed everything. A possible way out from this apocalyptic torment now lay stranded. Plans are made, half valor and half desperation. The forces must collect as many warp shards as they can before making a final push, a final assault to gain control of the ship and a possible way to freedom. May their harvest be bountiful.

During this week, the players will use the standard missions from the Kill Team rules and the additional missions provided for the campaign. 

In addition to the normal rules for these missions, there will also be three warp shards placed around the battlefield. One is placed in the exact center of the board, while the others are place 12" away from the center along the middle line of the board. 

When the game ends, a player receives a warp shard for each of these objectives he/she controls. A player receives Warp Shards even if he loses the game. If a player fails a rout test, his opponent will have one full round (movement, psychic, shooting and assault phase) to determine the final position of his models and determine how many warp shards he receives. 

Monday, September 8, 2014

Chapter V - Arrival of the Shards

++++++++ EMERGENCY TRANSMISSION - GRADE MXXIV

++++++++ From: Dietrick Armengarde, Rogue Trader, Captain of the Dies Suberbia
++++++++ Via astropath - beacon: ERROR
++++++++ Countersignal: ERROR


This cursed silence continues. Sometimes you barely notice it, and sometimes it's so palpable that it feels like you are surrounded by the immense pressure of the Void. In its vast darkness, one can almost hear it calling. The immense emptiness is almost... Beautiful...

My navigator Jeane of House Irwyll came to me yesterday. She was rambling on and on about me taking charge, and that the talk among the remaining crew had gone from resentful to open hate. She even had the audacity to lie to my face, saying that even my closest crew would soon overthrow and kill me if I didn't resume active command. I had to kill her then, since I could not accept such a slight towards my honour. I was gentlemanlike, and the shot went straight through her back into her vital organs. As I jettisoned her corpse out through the airlock, her three eyes almost seemed to thank me. I did the jettisoning in public, to show the crew what lying will lead to. Seeing the Void swallow her was a serene experience. I almost forgot our predicament for a short while.

The archivist still brings me reports of the battles down at Maelstrom Congeris. They rarely interest anymore, since it always tell of how a certain ork warband have been attacking the archaic imperials or how the vile xenos have launched yet another ambush. However, the last report finally had something interesting beyond the result of last cycles bets. Apparently, the last swathe of warp energies which flowed over the planet did not only bring about the usual environmental changes; it brought about life. According to my archivist, it is like the rubble itself has sprung to life. I almost considered blowing him out the airlock as well for lying, but he managed to convince me to give him the mercy to at least witness it myself. Absurd as it sounds, he was correct. Here and there, the plascrete seems to have fused into glowing shards which seems to animate the rubble around it to somewhat slow and sentient creatures which seems to wander around. What use either the creatures or the shards will have is beyond me, and frankly not worthy of my great attention. I have a ship to rule, after all.


Special Mission - The Earth shall Rise

As the tides of the warp floods over Maelstrom Congeris, shards of warp energies begin to materialize amongst the ruins. Some are ripe for the taking, others are volatile and explosive and some other animate the earth and rubble itself into a animated shell. Barely sentient but nigh indestructible, these wander aimlessly. The combatants soon fins that their weapons does no damage to the lumbering creatures, but that the annoyance of projectiles and blades tend to goad them the other way, swatting at their enemies as it passes. The battle to claim the shards becomes more intense as the combatants need to split their attention towards managing the colossus and actually claiming the glowing warp in it's (somewhat) stable form.

The mission uses the horizontal deployment  from the original missions 1,2 and 6 in the Kill Team rules.

Place one objective in the absolute center of the board, and one additional objective 12" away on both sides along the middle line. (To a total of 3)

To win the scenario, a player needs to control more objectives than his/her opponent at the end of the game. The nearby Colossus will make this more difficult than it sounds.

The Colossus is represented by a roughly dreadnought-sized model that begins the game in the middle of the board. It has the following stat line:

WS: 3  BS: 3  S: 6  T: 6  I: 1  W: Unlimited  A: 1  Sv: 5++
Type: Monstrous Creature

Special Rules:

Slow and Purposeful

Unkillable - As bullets and place whittle down it's outer shell, more rubble rises from the ground in an even more rapid pace. The Colossus has an infinite number of wounds, and cannot be killed by any means.

Parts of the Environment - As the Colossus is formed from the environment around the Warp Shards, sometimes "lucky" happenstance allows it to consist of materials that somehow seems to improve it's abilities. Before the battle, roll a d6 and consult the chart below. The Colossus has the resulting power for the rest of the game.

1 - Only rubble - No extra abilities
2 - Steel Girders - +1 WS and +3 Initiative due to increased range
3 - Storm of Shards - The Colossus gains the following shooting attack: 
                                       Range: 18" S: 4 AP: - Assault 3
4 - Construction Wires - The Colossus gains the following shooting attack: 
                                       Range: Template S: 4 AP: - Assault 1
5 - Solid Door - Invulnerable save increased to 4++
6 - Chunks of Metal - +2 Attacks


The Colossus acts after both players have had their turn, and how it acts depends on the actions of the players. By inflicting wounds on the Colossus, a player can try to drive it away towards his/her enemies. When it becomes the Colossi's turn, the player who has inflicted the most number of wounds on the Colossus during her round gets to push it towards the opponents side. If no wounds or the same amount of wounds were inflicted, the Colossus does nothing. The controlling player may control the Colossus during it's turn along the following guidelines:

- The Colossus must move away from the controlling players table edge
- If it has a shooting ability, the Colossus will use it against the closest model of the opponent.
- The Colossus will try to assault the closest model of the opponent in the assault phase.

The Colossus cannot be locked in combat. After results has been calculated, all player-controlled models may immediately consolidate. Wounds in assault counts towards the number which determines the player who controls the Colossus.

An attack which would have caused Instant Death instead counts as 2 wounds towards to number which determines the player who controls the Colossus.

After the game, a player receives a new type of resource called Warp Shards which the player notes on his campaign roster. The number of Warp Shards received is equal to the number of objectives held at the end of the game. If a player wins due to rout from the opponent, he may immediately take another full turn of movement to determine how many objectives he controls.

The Warp Shards does not seem to have any immediate usefulness for the teams, but they might prove to be quite valuable in the battles to come...




Sunday, August 31, 2014

Intermission - Silence

++++++++ EMERGENCY TRANSMISSION - GRADE MXXIV

++++++++ From: Dietrick Armengarde, Rogue Trader, Captain of the Dies Suberbia
++++++++ Via astropath - beacon: ERROR
++++++++ Countersignal: ERROR



Everything is silent, and by the Emperor it harrows my mind beyond anything the visions ever did. After the disastrous collision and it's aftermath, everything has been calm. The visions abruptly stopped, and left behind them a nothingness that were even more maddening than it's predecessor since it leaves me so aware of our current situation, and the fact that nothing has been heard from the blasted Imperium.

Down at the planet surface, a kind of calm has settled in the ruins. The vermin down there still fight constantly, in skirmishes, ambushes or pure slaughter. Since stealing as much of my personal belongings that they could carry, they seem to merely fight for suppliers and survival at the moment while probably squandering away the artifacts now lost to me. The imbeciles will never realize their true value. One of them is probably using the Chalice of Mythandor as a mere drinking cup. The atrocity!

I cannot fathom why I even bother to send these messages anymore. No one has answered me yet, or probably even heard them. It has become a ritual in it's own way, to give me a reason to lift my voice in this eternal silence. And it is with silence I will end this message.

...


No special mission is available this week. However, any player may still use their remaining tries to fight for legendary weapons.

Use this week to catch up and simply try out your teams in the regular missions provided, without special circumstances to hinder you.

Monday, August 25, 2014

Chapter IV - The Rains of Promise

++++++++ EMERGENCY TRANSMISSION - GRADE MXXIV

++++++++ From: Dietrick Armengarde, Rogue Trader, Captain of the Dies Suberbia
++++++++ Via astropath - beacon: ERROR
++++++++ Countersignal: ERROR




The emergency contigency has been increased to grade MXXIV now, due to several recent breaches in the hull. Emperor curse these warp phenomena! When we are not being plagued by horrific visions and nightmares we are instead being bombarded with debris launched from nowhere. Recently, another inactive imperial vessel suddenly arrived on a collision course. It was merely a smaller cargo ship which grazed us, but the impact tore away my personal quarters and armory. I cannot fathom the worth of relics that where now lost and scattered into the void or fell to the planet below. To add further insult to injury, the cargo ship where locked in orbit too far from us to be reached in a void suit, and none of our shuttles are operational. A possible salvation taunts us now, lingering so close that it feels like I could simply reach out and grasp it.

On Maelstrom Congeris the fight for survival rages on amongst all the traitors, xenos and heretics. These small, insignificant fools seems to have been able to escape the confines of the Hive. I will not waste my breath on the injustice that they enjoy freedom yet again while someone as noble as myself still are confined to his prison. Me and what remains of my personal advisors have taken to the habit of betting on the next actions of the small, insignificant creatures below. That, at least, gives us the taste of the power we deserve; betting trinkets on the lives of lesser beings.

The scattered pieces of my ship that rained down upon the planet does not seem to have gone unnoticed by them. Like vultures and vermin they now move towards the now flooded areas in hope of searching through the refuse of a much greater man than they will ever meet. New bets will be placed, although I personally hope that they will stumble upon the stasis field containing the Plague of Dynmeos so that I can laugh while their flesh melts from their bones.

Don't you dare meet me with more silence. I know that someone out there is recieving this, and if you know what is good for you, you will relay this to imperial officials this instant. I am an important member of the imperial society, a devout man who has always served the Emperor with fervor and I will not be ignored!



New special mission - What lies beneath...
Debris rains down upon the new coastline of Maelstrom Congeris, scattering down amongst the flooded ruins of the vast former city. The forces must brave to crimson shallows to see if anything recoverable has rained down. They will be surprised what the arsenal of a wealthy Rogue Trader may contain...

The mission uses the horizontal deployment  from the original missions 1,2 and 6 in the Kill Team rules.

The terrain of the board shall mainly be built out of ruins, with at least five larger open areas containing lesser cover (e.g chest-high walls). Place an objective in each of these open areas (preferably in a creater for the proper cinematic approach). Also, place makeshift walkways between ruins close to each other.

All open terrain on the ground level of the board are classed as Difficult Terrain, due to the waist-high crimson waters that covers the streets of the city. However, any unit that goes to ground in the waters recieves an additional +1 to their cover saves.

To win the mission, a player must hold more objectives than his/her opponent at the end of the game.

This scenario may be attempted up to three times per player. The winner of this scenario may generate a Legendary Weapon. Also, if the player already have a legendary weapon and rolls one of the same type (melee of ranged) then the player may choose to re-roll that result. The re-roll must be made immediately, before rolling any other stats for the weapon.  A player may only gain one legendary weapon during this week. 

Sunday, August 17, 2014

Chapter III - Strange world, stranger bedfellows...

++++++++ EMERGENCY TRANSMISSION - GRADE MXVIII

++++++++ From: Dietrick Armengarde, Rogue Trader, Captain of the Dies Suberbia
++++++++ Via astropath - beacon: ERROR
++++++++ Countersignal: ERROR


Why has nothing been heard? Why has no answer been given? Surely the Emperor's might is enough to deliver his faithful servant from the silent jaws of oblivion? For two Terran months I have waited and, Emperor forgive my impudence, I am starting to lose faith. Most of the crew are dead, either by rioting or suicide. The halls of the mighty Dies Superbia has been given an eerie and haunted feeling , and neither of the surviving key personnel has escaped the nightmares which followed. Something is here with us and, Emperor protect me, I do not know if it is real or not. Two terran days ago, Arch-Militant Gascaard was found dead in his chamber. He had taken his own life. I have named a replacement, but I fear that the darkness we are dwindling down into will claim her as well as we slowly spiral towards some terrible fate.

Down on the mad planet below, the situation seems even more dire. The whole continent has recently been shaken by great tremors as a great ocean materialized above a part of the great landmass. The unimaginable amount of red-tinted water crashed down upon parts of the land, shaking the rest with a great earthquake. The remains of Hive Infelix was spared a watery doom, but my sensors indicate that the tremors caused a great number of Hive-quakes, causing great parts of the gigantic structure to collapse. The auspex can still pick up activity from it's depths, giving me reason to think that some of the forces in the depths of it's vaults have managed to survive. It gives me a strange sense of justice to see them trapped, just like me.

The communication has become more garbled and filled with static since the tremors, but what I am able to pick up fills me with loathing. It seems like some parts of the forces has forged temporary alliances, and all seems to be hell bent on finding a way out. What desperation that would drive and imperial citizen to willingly side with the vile xenos or vicious heretics is beyond my understanding, although a person of my own stature and integrity could never fathom the mind of traitors. May they all slowly wither away in the depths, deserving of a much worse death than this loyal servant.

You must come. I have always been loyal. I deserve this salvation, this reward for my faith. You must come!




Special Mission - The Tunnels

The forces find themselves trapped in the dark, dwindling tunnels beneath the Hive. Supplies are short, and enemies could lurk behind every corner. The situation leads to desperation, desperation leads to doubt, doubt leads to compromising and compromising leads to makeshift alliances. The allure of one less enemy to fight gives way to temporary alliances between enemies, until they are clear of these infernal tunnels. After that, no pardon will be shown. This might lead to their salvation, but alas, others have gotten the same idea.

This mission is played with 4 players divided into two teams. The model's of the team uses the rules for Allies of convenience.

The mission uses the horizontal deployment  from the original missions 1,2 and 6 in the Kill Team rules.

When setting up terrain, use buildings an walls to form tunnels of varying width and length, along with smaller open spaces like rooms. 

The space between these tunnels are considered impassable terrain, even for jump infantry and jet pack infantry. Only models that moves via means of teleportation may pass in between the walls, but this is riskier than usual. When moving such a model, state that the model will try to move between the tunnel walls. If the move of the model is not enough to to completely pass the wall, the model is moved through but immediately takes a S5 AP2 hit as parts of it materializes in the solid walls. Once stated that such a jump will be attempted, the owner of the model cannot elect to move another way if the distance isn't enough.

Due to the close quarters and cramped nature of the tunnels, it is easier to fire upon charging enemies. Any model firing overwatch may do it on it's full BS if it can succeed on an initiative test. 

The objective of the game is to kill as much points worth of models from the opposing team as possible. A slain model awards it's point cost as victory points to the opposing team. A team wins if they have killed 100+ more points worth of models than the opposing team. 

In the case of rout, remove all the models from the routing team. That player is still considered to have won if his/her ally manages to win, but all of the routing players models are counted as casualties at the end of the game for the purpose of calculating victory points. 

Make note of which team that you play this scenario with during the week. This may vary from game to game. At the end of the week, all players may choose a single free item from one of the armories belonging  to a team that the player won a game/played a draw with . This item may cost up to 15 pts, and can be given to any Team leader or special model which normally have access to the armory. Armours may not be chosen, and the campaign moderator must approve of each player's choice, to prevent any of greater imbalance. This item ignores any restrictions such as <model x> only. How they procured the item is up to the players. Whether it was given as a gift, stolen or something else, the effect is the same. The item, like a legendary weapon, does not increase the point value of a model.

An example: An Astra Militarum team fights alongside a host of Necrons and are victorious. In accordance of the ancient codes of battle, the Necron Lord commands his Cryptek  to give the Commanding officer a Gloom Crystal as a gift, to honour their temporary collaboration and their return to being honourable opponents. 

Sunday, August 3, 2014

Chapter II - Here be treasure...

++++++++ EMERGENCY TRANSMISSION - GRADE MXVIII

++++++++ From: Dietrick Armengarde, Rogue Trader, Captain of the Dies Suberbia
++++++++ Via astropath - beacon: ERROR
++++++++ Countersignal: ERROR


By the Light of the most Hallowed God Emperor of Mankind, Aegis of Terra, Infinite in Wisdom, Unwavering in Resolve and Purifier of all that is Vile.

As I reach out in hope of reaching your divine gaze yet again, we are entering our seventh month of being on the other side of the looking glass. Emperor forgive my weakness, but I feel that the metaphor quite accurately describes our current situation. My tech priests have restored more of the different Auspexes and sensors to function, enabling me to more accurately bear witness to the world below and even intercepting parts of communications between the forces below. Alas, I still do not have any way to communicate back to them and therefore seems to still be forced into the role of the silent and unseen observer. Hopefully my earlier astropathic messages have reach thee and hopefully my fellow servants in thy name are well in their way to ensure our salvation. In the meanwhile, all I can do is watch.

So far, I have been able to observe a number of factions below. One of the forces seems to be human and imperial, although their somewhat archaic attire and speech gives me reason to think that they trace their origin to some of the more distant and uncivilized parts of the Great Imperium of Man. More of the Emperor's finest have been observed, a detachment of imperial guardsmen which seems like good and Emperor-fearing men, although somewhat... plebeian... of speech and manners. When I gazed into the shadows I could also discern the vile xeno-species of the Eldar, always in the periphery of the fighting and only moving when their enemies where weakend from battling each other. As a loyal servant of thee I abhor such treachery, but my archivist has informed me that such is to be expected from their vile kind. Even more vile is the forces of the corrupted Astartes moving about down below. No communications has been registered from them; they seem to move about only to spread their corruption and unleash their vile balefire upon human and xeno alike. From what I have witnessed, I concur that their corruption are one of the greatest threats to our great Imperium, one that must be purged with utmost impunity. Lastly, I have picked up chatter on the comms from crude voices which can below to no other than the foul orks, although the brutes have yet to enter the fighting in our line of vision.

The activity still seems to be centered around the remains of hive Infelix, and the traces of battle picked up by our scanners now emanate from it's core. While my situation is both lonely and frustrating, it still seems preferable to what I imagine takes place so deep within the dark halls of the Hive. Emperor protect thy loyal servants inside.

Emperor, thy servant can only remain here to report the tidings to thee while waiting for thy servants to come to my aid. By the most holy light of the Astronomican we look for guidance. Lead our saviors to us, and let the Aegis of Mankind allow us to survive until this time is nigh.

The Emperor protects.



Special Mission - The Archeotech Vaults
As the desperate survivors advances further into the Hive, they come upon vaults of ancient technology hidden away near it's core. These caches are few, scattered and most of all coveted by all. Any force wanting to plunder it's riches will always have to compete against others. The survivors might return with ancient weaponry, as unstable as it is destructive.

This mission uses a special kind of deployment, as in the picture below:


When wetting up terrain, focus the terrain around the Relic and have a lighter amount of cover around the deployment zones. The players roll for deployment and deploys their forces as usual.

The objective in this scenario is to secure the relic, and therefore gaining access to the cache of Archeotech weaponry. This is done by either having one of your models carrying the relic at the end of the game, or bringing the relic within 6" of the corner in the players deployment zone. If this is achieved, the game ends immediately. The Relic follows the normal rules for relics as in the ordinary scenarios of the warhammer 40k rulebook with the following clarification; if carrying the relic, the only moves the model is allowed to make in the assault phase is a charge. This means that a model carrying the relic can not make other moves in the assault phase, such as jet bike infantry or the eldar jet bikes.

In addition to the normal amount of requisition points, the winning player shall immediately generate a legendary weapon at the end of the game.

A player may attempt this mission three times, but may only gain one legendary weapon total. If the player already has one, no roll is made.

Moderator's note: It is encouraged to play more games even if a player has already gotten a weapon, to allow other players that chance as well.

Sunday, July 27, 2014

Chapter I - The Hive Stirs...




++++++++ EMERGENCY TRANSMISSION - GRADE MXVIII


++++++++ From: Dietrick Armengarde, Rogue Trader, Captain of the Dies Suberbia
++++++++ Via astropath - beacon: ERROR
++++++++ Countersignal: ERROR



By the Light of the most Hallowed God Emperor of Mankind, Aegis of Terra, Infinite in Wisdom, Unwavering in Resolve and Purifier of all that is Vile.


I, Dietrick Armengarde, renew my efforts to be embraced by thy light again by reaching out to my fellow men of the Imperium for aid. For a full terran month we have been locked in orbit around Maelstrom Congeris, and I fear for our safety should we not recieve aid. The void stirs around us, and tainted warp energies flicker out in the dead space. In them can be seen sights that would drive lesser men mad, which is why I have given to order to close all shutters to the crew quarters’ observation decks. In my kindness I want to spare them the fate that I must endure; to gaze into madness to report to thee. They are weak men though, and have even had the audacity to complain and riot. Arch Militant Gascaard has been quite busy restoring order. I cannot fathom the ingratitude, but alas I must endure.


The planet below us stirs still, and two terran days ago I was woken by my servants to witness another change in the visible surface below. In a quite spectacular, but ofcourse unholy, display there materialised a great structure below. It resembled parts of an Imperial Hive City, which caused my heart to soar; with so many members of the imperial society close at hand then surely our way home and imperial dominion over Maelstrom Congeris would be assured. My heart plummeted yet again when my archivist identified the hive in question. It seems to be none other than the Infelix Hive of the great rebellion in the Tenebrae system which took place some 350 terran years ago. My archivist informed me that it was wrested from imperial control by the vile gangs which frequented the parts of the Hive where decent men never set foot. The gangs where said to be incredibly well armed, enough even to overthrow the local security forces and even thwarting the Planetery Defence Forces’ attempts to regain control. The conflict ended when the system governor Sable Contadoor ordered that a vortex missile would be deployed, and over half of the hive where swept away into nothingness. Governor Contadoor was later gravely chastised for bringing such armaments into the conflict, as was his brother who where the supreme commander of the PDF.


The arrival of Infelix Hive will surely have a great impact on the world below. My auspex can already pick up a lot of movement from the hive, and in some regions also the faint trace of gunfire. Might be that the armaments in the hive is tempting enough that the stranded forces below will dare enter it’s halls to gain as much firepower as they can, to better their odds of survival in that ever-shifting hellscape.


Emperor, thy servant can only remain here to report the tidings to thee while waiting for thy servants to come to my aid. By the most holy light of the Astronomican we look for guidance. Lead our saviors to us, and let the Aegis of Mankind allow us to survive until this time is nigh.


The Emperor protects.


During this week, players can always choose to play the following special mission:


Special Mission - Raiding the Armoury
As the forces enter the massive structure, they might find a wealth of armaments waiting for them within it’s massive halls. They are not alone in their pursuit though, and to gain even the slightest superiority in killing power they need to contend both with their opponents and the brutal hive gangers who still fight and kill to protect their lot.


This mission uses the diagonal deployment from the original missions 3 and 4 in the Kill Team rules.


Place a small ruin in the middle of the board. This is the armoury, and also the objective of the mission. Place an additional ruin in the center of each table quarter which is not the deployment zone of either player. These are the Gang Hideouts.


In this scenario, a third force will contend with the players in the form of the vicious hive gangs. They will fight with the following profile:


Hive Ganger squad
Unit type: Infantry (Squad size 5)
WS: 3 BS: 3  S: 3  T: 3  W: 1  I: 3  A: 1  Ld: 7 Sv: 6+


Special rules: It’s our stuff! Back to the Hideout!
Wargear: Autoguns, Arsenal, Gang armour


It’s our stuff! :  Hive Gangers are fearless if they are within the Armoury, fighting viciously to protect their lot.


Back to the Hideout! : If the Hive ganger squad falls back, it always fall back towards the nearest Gang hideout. It automatically regroups if the squad is wholly within the Gang Hideout.


Arsenal: Whenever a Hive ganger squad is placed, they might have additional weapons. Any special weapon carried replaces the autogun of that model Roll a d6 on the following table to determine: 1-2 No additional weapon, 3-4 Flamer, 5-6 Heavy Stubber


At the beginning of the game, each Gang hideout is empty. At the beginning of each turn, roll a d6 for each Gang Hideout. On a 5+, another Hive Gang squad is placed in the hideout. Roll for their Arsenal as soon as they are placed. There may be at most 6 squads of Hive gangers at the table at any given time.


The Hive Gangers act before the first acting player. In the movement phase, the Hive Ganger Squads will try to move towards the Armoury and occupy it if possible. They will try to utilize cover as much as they can. In the shooting phase, the each member of the squad will try to shoot the closest enemy model. If no enemy models are within sight or range, the squad will run. The squad will not make any charges in the assault face. If assaulted, each model will attack the enemy in base contact. Roll to decide which if multiple enemy models are in base contact.

Note that Hive Gangers DO NOT roll on the Injury table. A failed save means that the model is remover.


A player wins the game if he/she controls the armoury at the end of the game, which means that no enemy models are within the armoury. Note that the Hive Ganger squads counts as enemy models for all intents and purposes.


At the end of the week, the player which has won the most amount games where this mission is played will receive a custom base upgrade as a reward.


Optional: If possible, a third player could take control of the Hive Gangers effectively controlling them as a team of his own. Feel free to do this, and use the gangers in the most effective way (ignoring the previous guidelines). However, keep them neutral and respond to all threats equally. Be fair, and don’t use this opportunity to skewer the odds in a player’s favour.


Moderators note: This mission may cause some rules confusion, since there are a lot of possible scenarios I might have missed when writing these basic rules. Try to use common sense and be as neutral as possible when deciding the moves of the Hive gangers.

Saturday, July 12, 2014

Additional Kill Team Missions

Here follows a list of additional missions to be used in the campaign, as your team fight for survival on the surface of Maelstrom Congeris. (Note that the missions might be subject of revision in the future)

1. Assault
Two forces collide in the wasteland, both desperately trying to advance and gain ground while negating the opposing forces which tries to do the same. 

This mission uses the diagonal deployment from the original missions 3 and 4 in the Kill Team rules. 

Each player places an objective in his/her deployment zone. This must be at least 6" from the table edge.

When the game ends, a player wins if he/she is controlling the opponents objective while the opponent does not control his objective. If both controls each others' objective or no objective is controlled, the game is a draw. 

At all cost - Any model within 3" of an objective is fearless.




2. Sabotage
Covert missions are not uncommon in war, where both sides are trying to sabotage the other with explosives, radar scrambles and listening devices. Will any team be able to deploy their saboteurs, while keeping the enemy sappers at bay?

This mission uses the horizontal deployment from the original missions 1,2 and 6 in the Kill Team rules.

Each players begins with a sabotage device, which is treated the same way as the Relic from the eternal war mission found in the Warhammer 40 000 rulebook. These devices should be marked properly so that the original owning team may be identified.

When the game ends, a player wins if he/she her sabotage device is in the opponents deployment zone  while the opponent does not have his/her sabotage device in the players deployment zone. A sabotage device that is not carried by a model still counts when deciding the outcome of the game. If both players have brought their devices to the other's deployment zone, or none of the players have done so, the game is a draw. 

3. King of the Hill
High ground can be crucial in battle, and in this scenario even more so. Whether an important vantage point of the stash of a killed scout, a tall ruin becomes the heart of a hurricane of violence.

This mission uses the diagonal deployment from the original missions 3 and 4 in the Kill Team rules. 

Place a ruin (or an equal piece of terrain) at least 3 floors tall in the middle of the board. This ruin is considered to have ladders between each floor. The topmost floor of this ruin is the objective of the game. 

When the game ends, a player wins if he/she is controlling the topmost floor while the opponent does not have any model there. If both players have models on the topmost floor or none of the players have, the game is a draw. 



This... is... (Insert battlecry here)! - Any model at the topmost floor in close combat may perform a special attack instead of it's ordinary attacks. If the attack hits, the model which is hit must then pass a toughness test or be kicked over the edge. The model is considered to have fallen the distance to the ground, suffering damage a normal according to the Kill Team rules. 



4. Bloodbath
Sometimes when opposing forces clash, it is more than mere battle. Whether fueled by intense bloodlust, the madness of Khorne or simple vengeful desperation, the battlefield is assured to run slick with blood and entrails. 

This mission uses the horizontal deployment from the original missions 1,2 and 6 in the Kill Team rules.

In this mission, the objective is to slay as many points worth of enemies as possible. A slain model gives as many victory points as it is worth when purchasing from the appropriate mini-codex. Models in a squad are counted individually. 

In the end of the game, a player wins if he/she has more than 50 victory points than here enemy. If the difference is less than 50, the game is a draw. 

This mission does NOT use the rules for rout.

Send in the next wave! - All core models from both teams have this special rule. When the model or squad is killed, an identical unit enters play from reserve. The new unit enters from the owning players table edge. Such a unit may not utilize any special deployment rules, such as outflank or infiltrate. The new unit will give points when killed in the same way as the original. 

The owner of a squad may, at the end of any turn, remove the remnants of a damaged squad to allow a full squad to enter the game. The damaged squad still counts as killed for the purpose of victory points. 

Campaign clarification: Models will count as slain at the end of the game if the unit or squad has been slain even once during the game. 

5. Escort
A non-combatant is present on the battlefield, and needs to be brought safely across the battlefield. Although heavily protected, the escort will still be a tempting target for enemies to intercept and capture.

This mission uses the diagonal deployment from the original missions 3 and 4 in the Kill Team rules. 

Before the game begins, the players will roll of to decide which player will be the attacker and escort. 

The escorting player will have a special model which begins the game at the absolute corner of her deployment zone. This model will henceforth be referred to as the Ward. The Ward has the following stat line:

The Ward
Unit type: Infantry (character)
WS: 1 BS: 1  S: 3  T: 4  W: 3  I: 4  A: 1  Ld: 7

Special rules: Non-combatant, Get behind me!, Hit&Run
Wargear: The best we've got and more

Non-combatant: This unit can never declare a charge
Get behind me!: If this unit is the target of a charge, the charge will be redirected to the nearest unengaged friendly model within 3". Move the intervening model the minimum distance required to bring it into base contact with the charging model. This will leave the Ward unengaged in assault. If there are no unengaged friendly models within 3", the charge proceeds as normal. 
The best we've got and more: The ward is outfitted with an atrocious amount of defensive wargear. This gives the ward +1 toughness (Included in the profile above), a 3+ invulnerable save and the Eternal Warrior special rule. 

The escorting player wins if the Ward is within 6" of the enemy corner at the end of any full game turn (including both players turns). The attacking player wins if the Ward is slain, and more than 25% (rounded up) of the models in the attacking team are still alive. If the ward has not reached it's goal, or the attacking players have less than 25% of the models left, the game is a draw.




6. Maelstrom
Drawn like moth to flame, opposing forces arrive from every direction towards a central objective too tempting or important to pass up on. 

This mission uses the diagonal deployment from the original missions 3 and 4 in the Kill Team rules. 

Place an objective in the center of the field. 

Before deployment, each player selects half of their models (rounded up) which will begin the game placed in reserves. When arriving from reserves, these models may arrive from any table edge. 

When the game ends, a player wins if he/she is controlling the central objective while the opponent does not. If both players have models within 3" of the central objective or none of the players do, the game is a draw.