Tuesday, January 31, 2012

Daemon Prince Doomrider



From the midst of battle, the chant ended in a sickening chracendo of screams and wails, its hosts writhing in agony, their voices choaking and bodies convulsing as the sky was rent, tearing wide with a deafening peal of thunder! The defeated and unknowing guardsmen fooled by the prince of darkness into forming a gateway to the warp as they begged for mercy to whomever would listen, had unwittingly unleashed his favoured hell spawn and the minions of pleasure on the beleagured world at the last fateful hour!

Their cries for help had been heard. But slaanesh, the deceiver, had whispered and promised and finally warped their cries for mercy into a much darker ritual, a ritual of summoning for the almost forgotten. Doom Rider of Slaanesh!

"Oh great Lord Slaanesh, send forth your servant, the Daemon Prince Doomrider!
Let our enemies tremble in ruptured awe before his fearsome visage!

Grant them an exquisite death, crushed beneath the flaming wheels of his chromium steed!


Permit them the ecstasy of being slaughtered by Doomrider's throbbing Daemonsword and his pulsating lash of gushing plasma!


Bestow on them one fleeting moment of pleasure as they stare in wonder and orgasmic delight at one of your most divine creations before dying at his hand!


Oh great Lord Slaanesh, for these reasons and many others that tease and titillate our imaginations, we beseech you, send forth your servant, the Daemon Prince Doomrider!" 


(Provided by Dezul) 

Sunday, January 29, 2012

Round 1 - Planetfall

Round 1: Planetfall

Inquisitor Coteaz, along with his Space Wolf and Ultramarine allies arrive at Varlislia. Fierce fighting is raging on the planet below them.

On making planetfall, they are shocked to find a significant Chaos presence on the surface.

Challenges:
All 3 Imperial factions vs. All 3 Non-Imperial Factions

Suggested themes for scenarios/armies: Planetstrike missions, and/or something with lots of Deep Striking.

Players should play a minimum of 1 game each, but can play as many games as they'd like within the timeframe, to help build the storyline.

Players can play any size limit and scenario they and their opponent(s) decide upon.

When completing a battle, please PM me the following information:

1) Date battle played;
2) Players and armies involved;
3) Army sizes;
4) Army list themes (if any);
5) Scenario (and source);
6) Type of board/terrain;
7) Result;
8) Victory points scored by each army;
9) Narrative (can only be a few sentences if you want), including any cool/notable events worth reporting.

For an update on the campaign rules, please see my blog (linked).

Any questions, please don't hesitate to ask.

Challenges

1.
2.
3.
4.
5.
6.

Change to Round Structure






After some discussion on the Cross Club forum it seems that 1 week per round might be a little ambitious. As such, I've taken the decision to extend each round to two weeks (from round 1, starting on 3rd February).

I still intend to get in 5 rounds (plus the final big game), so at present it looks like the campaign will run for 10 weeks.

Friday, January 27, 2012

Dexter Morris, Colonel of the 2nd Morrisian Elite



Morrisia is an industrial world situated on the outer edge of Segmentum Ultima near the Eastern Fringe, named for the decorated Imperial Commander Janus Morris who was originally awarded custody of the world. It is unusually small for a planet, measuring approximately 2000km in diameter, much smaller than the moons of many larger worlds. Until recently its barren rocky surface was uninhabited, until it was discovered during a routine Imperial geological survey that the planet's core was unusually hot - hot enough to power an industrial output of a world many times its size. Thanks to its rich trade of manufactured metal compounds and energy cells, Morrisia became very affluent, with even its lowly citizens leading lives of luxury normally reserved for rich spirers. The planet's population gained a reputation for avarice and excess, and as a result now has one of the highest Ecclesiarchy presences per capita of anywhere in the Imperium.

In the 117 years since it was settled, Morrisia has raised just two regiments of Guardsmen into Imperial service - the 1st and 2nd Morrisian Elite. Being such a small planet, manpower resources are low; however, Morrisia's wealth has meant that its troops have the very best of training and the very best of equipments. Its regiments operate a combined arms philosophy; almost all of its infantry are mechanized specialists of some kind, and each regiment has large numbers of heavy tanks and air support at its disposal.

The 2nd Morrisian Elite Regiment were originally intended to be stationed on Varlislia for a period of no more than two years. However, due to the difficulty of requisitioning armoured regiments for planetary defence duties, Governor Trantor was granted approval to extend their stay when the planet fell on hard times.

Needless to say this did not sit well with the Morrisians, who had grown very used to their lives of comfort and were not happy with being trapped on a declining world. They increasingly turned to darker alleyways and more outlandish pleasures to sate their desires and stave off the monotony of planetary defense.

Dexter Morris, Colonel of the 2nd Morrisian Elite, stood alone in the plush chamber. He took in his surroundings; the rich reds and yellows of the curtains hanging from every wall, the thick pile of the purple carpet, the ornate chandeliers of hand-blown glass and multifaceted crystal. A chamber such as this was exuberant even by the standards of his homeworld, let alone the back room of a Guilder office downhive.

"Colonel Morris" came a singsong voice from behind a curtain, off to his left. "Are your men ready?"

"Yes, mistress" he replied.

Hildur, High Priestess of the Order of the Beloved Self, stepped out from behind the curtain. Dexter's eyes flicked over her lithe body. She was the most beautiful creature he had ever laid eyes on, and every time he saw her he was reminded of why he was ready to betray the weak Imperium of Man. Why fight for a cause which does not offer reward? There was nothing the vaunted Emperor could offer that could better what Hildur would do for him. To him. She was perfection, and it would be his, no matter the cost.

"Then go. Prepare. The time is nearing, my love, when we can be together". she said, walking behind the Imperial Colonel. As her words trailed off, she brushed her hand lovingly across Dexter's neck. He was flooded with emotion, and Waves of pleasure drifted down his spine. He felt her love, her lust, her overwhelming desire for him. There was just the small matter of Varlislia's current rulership to solve, and then she would be free from her duties and they could run away together. As he turned to leave, Dexter ran his eyes across her once more, almost unable to tear his gaze away.

What he did not see, was how her skin rippled and writhed, as if something below were trying to get out.   

(From Calmdown)

Wednesday, January 25, 2012

Vultan the Bloody




Hearth-fires illuminated the arched walls of the chamber. Two giants sat either side of the hneftafl board, intent on their strategies. One's armour was covered in runes. The other was jet black lined with gold.

The black armoured warrior broke the silence.“Your visions tell of upheaval on a far-off world, Irnist.
Why does this concern us?”
The rune-armoured warrior smirked. “Varlislia is a world of the Imperium, Vultan. And like all others, it needs to be defended. We will not shirk from this”
“We have countless other demands. Why is this so special?”
The smirk broke into a long-toothed smile. Irnist the Wise had always had a crooked grin. “. Because the xeno and the archenemy seek to claim it. Because the people will defend their home. Because the Inquisition have sent a strong presence there. Because the great wolf says so. He has not forgotten his promise.”

Vultan looked up. “Armageddon......” he hissed.
“Aye. We were both unnumbered amongst the chapter then. But I know you remember the death camps. The endless lines of people being marched into them. Those who had served and fought most loyally.”

Vultan the Bloody's expression hardened. “And I remember Logan's explosive tirade. He would have killed that Inquisitor had Ulrik not talked him down.”

“Exactly. We will fight to defend that world. And, if necessary, to ensure that the populace does not fall victim to such callous expediency again. We will have strong forces. Logan himself is leading us. Do you question this course of action?”

The Wolf Priest smiled and said “Of course not. If all else fails, we will crush our enemies. Regardless of they they come from. I wager three barrels of Ale that I take more skulls than you.”
Now the rune Priest laughed. “Make it six, and you have a deal brother. Good hunting.”  

(provided by Mazberry)

Tuesday, January 24, 2012

Factions Update


Dear all,

Unfortunately we've had a player drop out, so I've done a slight rejigging of the factions so that they are balanced. This has led to one change; the Blood Knights (controlled by Dezul) have moved to the Chaos faction. Not completely in line with their background, but this means that noone has to change their own background they've sent me and keeps the ratio of imperial to non-imperial players equal. The revised factions are:


The Tyranid Invasion
Matt (Deathwing Matt) – Tyranids
Aidan (CunningStunt) - Tyranids

The Green Tide
(EdSmasha) – Orks
(Talos) – Bad Moon Orks

Imperial Expeditionary Force
(Big Tom) – Sisters of Battle/Grey Knights
Ben (Dr Weir) – Ultramarines

Logan Grimnar’s Relief Force
(LPeterson) – Space Wolves
Craig (Mazberry) – Space Wolves

Forces of Chaos
Ian (Calmdown) -  Traitor Guard
(Dezul) - Blood Knights


Planetary Defence Force
Tom (Major Tom) - Guard
(Yargalt) - Guard


The post with the campaign rules has also been updated to reflect this and to ensure the material is consistant.


Flavion (aka. Deathwing_Matt)

Monday, January 23, 2012

Logan Grimnar's Relief Force

Logan Grimnar

Grimnar received a message from an Inquisitor called Coteaz, who was forming an expedition force to travel to the Varlislia system. Communications have been lost with capital planet, Varlislia IV. Fearing a Tyranid invasion, Coteaz required the assistance of all the forces he could.

Space Wolves have a dislike for the Inquisition, but Grimnar had decided to accept Coteaz's 'request'. Whilst Grimnar did not want to risk revealing the secrets of the 13 Great Legions, his honour had proved a strong influence. The Ultramarines were heading to the rendevous point, and he did not want the Space Wolves to be considered a lesser breed of Astartes. His Rune Priests had also noted much psychic activity eminating from the system – very unusual for a system under attack from the Tyranids...

With all haste he assembled a council of some of his best warriors; Njal Stormcaller, the ancient Bjorn, along with Wolf Lord Angus McBam. Other officers included Wolf Priest Vultan the Bloody, and Rune Priests Irnist the Wise and Haakon Stormwing.

Grimnar knew that without his finest, Varlislia stood little hope...

Saturday, January 21, 2012

General Augustus Octavius Mettle and the 58th Calydonian Heavy Dragoons



Sub sector Calydonia is a small grouping of five planets within sector Spartus of the Segmentum Tempestus. Home to forgeworld Agrippa and Hive World Calidon, the system has a large standing defence force and is in close proximity to the Home world of the Crimson Fists chapter of the Adeptus Astartes. Due to this Sub sector Calydonia is relatively secure from incursions and by Imperial standards hugely productive. It is a point of honour amongst the Calydonian people that they have without fail for the last 1000 years held a mass founding for the Imperial Guard every 50 years.

The 58th Calydonia Heavy Dragoons, known as the “Wild Cards” have a long and proud heritage spanning several decades and were involved in numerous campaigns of great prestige. Its greatest victory was almost its demise while defending Osiris Gate of Malfian hive against Chaos Space Marines and their demonic allies. The Imperial defences were shattered and several regiments fled before the demon hosts and only the Calydonian held fast under their commander, Colonel Augustus Octavos Mettle along with several militia regiments.

In the face of unimaginable horrors brought forth from the warp by chaos cultists and sorcerers, they stoically held the line. For days the Calydonians held the narrow gate, entrance to the hive and the last line of defence for the millions of civilians within, against the forces of Chaos who attacked in great numbers. On many occasions the forces of Chaos threatened to break through, yet on every occasion Colonel Mettle appear red rally the defenders while his command squad reaped a fearful toll upon the attackers with their plasma guns. Finally relieved by the arrival of the 4th company of the Imperial Fists Space Marines chapter at the vanguard of an Imperial relief column, While the Imperial Fists led by Captain Tassius attacked the Chaos forces from the rear the Dragoons sallied forth in their remaining tanks to help break the siege, Colonel Mettle leading from the front aboard his Leman Rush Demolisher “Traitors Bane” and broke the back of the chaos forces.

Such was the intensity of the fighting at Osiris Gate that over half of the four thousand Calydonian Dragoons lost their lives or would never fight again and the entrance was choked with so many destroyed vehicles the Imperial Fists were forced to use the dozer blades of their Rhinos to clear a path for the relief column. In honour of the Calydonian stand, Captain Tassius presented Colonel Mettle with his power sword “Iron Thane” in recognition of his personal courage and swore oaths of friendship between them.

However the Calydonians were about to be struck by the most bitterest of betrayals, Inquisitor Agmar Helgrund who had arrived with the relief column deemed that while resolutely holding the line against the chaos forces was the only reason for Imperial victory the Calydonians had also been exposed to chaos for a considerable time and the threat of taint was high. Inquisitor Helgrund decreed that the 58th Calydonia and the local Malfian militia were to be quietly disposed of to avoid any problems with the Imperial Fists and after being loaded aboard its transport to move to the next warzone the entire deck they were based on was slowly flooded with a chemical nerve gas by the inquisitor’s acolytes.

The only reason the 58th Calydonia survived was the intervention of a rival Inquisitor, Hector Rex, who upon hearing of their valiant stand against the forces of chaos planned to recruit them to his personal inquisitorial strike force. Overruling Inquisitor Helgrunds orders, he had the deck quickly vented of the gas and the Dragoons evacuated but not before all the Calydonians and the militia had been poisoned. The gas had badly damaged every soldiers lungs and left them requiring rebreathers to be worn at all times, now the entire regiment and the militia go to war wearing gas masks, making them specialists in assaulting positions under a covering barrage of gas shells.

Deeply embittered against the inquisition, the 58th Calydonian were none the less completely beholden to Inquisitor Rex and owed him their lives. To avoid being purged for their supposed taint the regiment gladly put themselves under Wrex and soon the regiment was integrated with the local Malfian Militia regiments into Inquisitors Rexs strike force, with Mettle being promoted to its command.

Inquisitor Rex has recently begun an investigation in the Varlisia system, where cases of taint and corruption are being found on a regular basis amongst the sectors population and military. Rex and his fellow inquisitors have deployed hundreds of their agents to root out the source of this taint while an Imperial fleet of reinforcements are assembled to assist with the defence of the system as the Emperors Tarot has revealed several great threats are approaching from just beyond the systems edge.

While the majority of the Inquisition Strike force remains in reserve to react to any widespread outbreak of heresy or sedition, the 58th under General Mettle have moved to counter a growing threat of a building Ork WAAGGHH in the system.

(Provided by Major Tom)

Thursday, January 19, 2012

Maximillian Petronius, 2nd Company Commander of the Aventine 13th


Aventine was once a major industrial and hive world, billions lived in its cramped concrete cities, man made warrens driving through the harsh chemical fog of its polluted atmosphere.

In M37 the planet fell from the light of the Imperium, warp storms and the Imperiums civil wars isolated the planet, without being able to import the raw materials and food for its people civil unrest and then finally outright chaos broke out on the planets surface. The hives crumbled, a human population in the billions fell below a million. The lights dimmed and died in every hive leaving nothing but desert and ruins while the wastes filled with the bones of its population.

In the thousand years before the Imperium retook the planet its empty cities became nests of mutants and heretical cannibal tribes. Only isolated pockets of Imperial citizens managed to survive in the frigid and polluted atmosphere of the once proud planet.

When the Imperium retook it late in M38 the few thousand survivors were rehomed in what was once the capital of the planet, Vendissium, now renamed Anchorage. They scratched a living out of the ruins of its other cities and tilled the wrecked soil.

Years of hard living have made the Aventine resilient while the far patrols they send out to roam the surface and cleanse the mutants make them experts of urban combat. Each man is equipped with survival gear and expected to make his own way back to the mother hive.

13 Regiments have been sent as tithe to the Guard in the last millenia, each has proved its worth on a thousand battlefields and slain the enemies of the God-Emperor.

None have returned.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Maximillian Petronius stared down from high orbit. Varisila... this world was called Varisila. An ugly word from this high, as ugly as its inhabitants if the briefing was anything to go by. Mission assignment was 90 standard days ago and the voyage on the cruiser We Have Reserves hadnt been a pleasant one as more news from the planet reached them. But now this?

He held the commslip from the governor in his hand, as far as he could as if its very presence was offensive. How could treachery extend so high?

As appointed liason to the Planetary Governor it was Max's job to keep the governor happy, sadly it was also his role to inform the regimental commander of the state of affairs. Neither role filled him with joy right now...

(provided by Yargalt)

Tuesday, January 17, 2012

Warlord Edsmasha



Warlord Edsmasha was born on a Ferral ork world and his rise to power came quickly for him due a defective growth gene that saw him tower over even the oldest most bloodied orks.

A vision from Mork set him on a path to unite the Tribes of the world into a Waaagh and the late arival of the Ordo Xenos and their assault craft to stop him inadvertantly provided his means to get off world. At this point one Mek, Gold Teef, rose to his side as his mind seemed to unlock with knowlage when he went to work scavaging the Imperial landing craft.

After drifting aimlessly through space for several years, attacking tradeships and space stations Edsmashas Meks had built him a mighty fleet from the carnage. It was 12 years to the day when he recived another vision, this time Gork told him his purpose would now be revealed. as the vision fadded a random warpstorm engulfed his fleet and sent it hurling though the Warp, in this freak storm his ships were sent thousands of lightyears in mere seconds and appeared outside the Varlislia system.

It was clear to Edsmasha that this world would provide the entertainment for his boyz, he imediatly set coarse for the nearest planet, stopping only to allow Gold Teef to begin dragging an asteriod that he had projected an energy bubble around and filled with Meks, He trusted Gold Teefs new found brilliance so granted him 2000 boyz and Warboss Guli Un Dred to "look after" him in his next most bizare plan....

Sunday, January 15, 2012

Nazgrot Dakasnaga and the Bad Moons




Nazgrot Dakasnaga was bored and a bored Warboss was a dangerous Warboss. His forces had flooded into the Dominion of Storms system, but were meant with very little resistance. The worlds he found where dead worlds, devoid of life, the only structures on these worlds seemed to be ancient tombs made of some kind of blackstone. Nazgrot grow angry with each dead world they found, he was looking for combat, war and bloodshed but so far there was none. Just as it looked like his Waaagh would fall apart to infighting they came across the Forgeworld Corinthe. Corinthe was a small forgeworld which helped supply arms and warmachines to the number of Imperial forces in the Mordant zone, although some whispered its main focuses was research of the strange temples on the dead planets. None of this concerned Nazgrot and he flung his forces at the forgeworld with joy. After months of space travel with no opportunity for a real fight, his forces relished the combat. The admech fought back, with all their arcane wargear but it was futile. After two long years of war, Corinthe was in the Ork control. Nazgrot Dakasnaga quickly turned the world into a giant factory and it started to churn out guns,ammo and warmachines for Nazgrot’s hordes. His meks plundered the vaults of the Admech and started to create some extreme weaponry of bizarre designs.

But Nazgrot was still bored, after the Admech were defeated there was nothing left for him to fight. His forces now contained more tanks, stompas, kans and dreads then he had ever seen but once again he had nothing to unleash them on. This all changed when his Wierdboy barged into his throne room, it appears he had had a vision of a world far away in the Varlislia system. This world was about to be plunged into a great war, the likes of which the system had never seen before. It also seemed another Ork Warboss had already mobilised his forces to the system. Nazgrot quickly mobilised the majority of his force and headed to the Varlislia system. He would leave Corinthe in the hands of his meks, with the orders to continue sending orks,weapons and warmachines to the Varlislia system. Nazgrot hoped to destroy the other Ork’s waaaagh and absorb his forces into his own. Once that was done, he could plunge the whole system into endless battle. An endless battle where he could try out all the weird weapons his Meks had made, that was the dream of Nazgrot.

(Provided by Talos)

Wednesday, January 11, 2012

Chaplain Cassius' Ultramarines

Cassius' Ultramarines have had previous encounters with Tyranids

>accessing...

>authorisation required...

>>>Omega level granted>

>>>{INFORMATION}>you have access to vermillion level files but a log of your actions will be kept for review by the Council of Xandium>sitting president Inquisitor-Provost Bolios Svandor IX{sub-ref link to amethyst level profile}

>place request

>accessing sub-root command>records retrieval...

>finding file>’A History of Later Imperial Campaigns: Volume XIV, by Claudius Esdras’

>view index

>view ‘The Medusa Controversies’

>view ‘The Varlislia IV Campaign’

>view section ‘List of Participant Forces’

>view ‘Strike Force Relentless Fury’>sub-section ‘Overview and Force Composition’...

The Varlislia IV Campaign

Strike Force Relentless Fury 

Overview 

On 450998.M41 Chaplain Cassius of the Ultramarines received a coded message from an Inquisitor about a developing and concerning situation on Varlislia IV. The message was brief and lacked detail, but there was clear reference to signs of a Tyranid incursion. As a veteran of the 1st Tyranic War, Cassius was keen to understand more. He has been relentless in attempting to track down splinter hive fleets that would once again prove a danger to Ultmar.

Cassius was concerned by the brevity of the message, and because he hadn’t encountered the Inquisitor in question before. However, the message corroborated with some other signals of Tyranids in the vicinity of the Varlislia system. Recent months had seen several merchant vessels drop out of contact with the sector fleet command and in at least one instance genestealers were responsible. Furthermore, while it was of course the duty of every Ultramarine to defend the Imperium, especially at the behest of an Inquisitor, the finite numbers of Space Marines meant that any decision to commit them must be carefully considered. The factor that tipped Cassius’ decision in favour of intervening on Varlislia was that a Tyranid victory could provide the additional biomass required to allow the Hive Fleet responsible to threaten systems bordering Ultmar which would require a larger Ultramarine intervention.

With his mind set on responding to the Inquisitor’s call for help, Cassius set about assembling a suitable force for the anticipated demands of the campaign. Even as Head Chaplain, Cassius did not have direct control over any Ultramarine forces, but was able to gather various forces based on the fact he was the recipient of the Inquisitor’s demand. Strike Force Relentless Fury (as it came to be known) was composed of five main components.

The Ultramarine 2nd Company, ‘The Lost’

Background 

With Cato Sicarius at its helm, the Ultramarines 2nd Company has become one of the most potent fighting forces at the Imperium’s disposal. His fabled ‘Spear’ is favoured above all others. However, there are some of the 2nd Company’s older members who have not found such favour. By standing aside from their arrogant master they have become the ‘Lost’, posted to the furthest battlefields where they can do no damage to the image of their supposed leader. Bereft of new equipment they must make do with old patterns and what they can scavenge from defeated opponents. All is not lost for these unloved marines, for of late they have been joined by none other than Ortan Cassius. He is never afraid to be amongst those seemingly forgotten, and indeed he seems content amongst so many other old marines. Others hint of a more shaded reason for his presence. As tension builds between Sicarius and Agemman over the succession, Cassius’ movements are watched intensely as an indicator of Calgar’s preference.

By the time of the Varlislia IV Campaign, Cassius had been with ‘the lost’ for several years. Their strong record of success had seen their status rise amongst other Ultramarine factions. Of note was the extended campaign on Cea Fif’tee against the traitor forces and their temperamental Eldar allies. The long and hard-fought victory saw ‘the Lost’ repeatedly fighting alongside the Tallarn 331st; a relationship that Cassius would draw upon in preparation for Varlislia IV.

Force Complement 

At the start of the Varlislia IV campaign, ‘the Lost’ comprised approximately half a company in strength when supplementary units from the Armoury, 1st and 10th companies were included. In a rare opportunity they had recently received resupply from an Ultramarines outpost on the edge of the realm of Ultmar.

The Tallarn 331st Regiment, ‘Meande’s Misfits’ 

Background 

The Tallarn 331st Regiment was formed as part of the Taros Campaign against the Tau. Despite the failure of that campaign, the rookie regiment came away with a core of veterans and relatively intact (in contrast to most of the other Tallarn forces committed). They were then transferred to a few minor conflicts before being dispatched to Cea Fif’tee. Despite the bold successes of that campaign, leading to the defeat of the rebellion and the sealing of several unstable warp gates, the 331st paid a heavy toll. The outcome of this was that as the campaign drew to a close, they were merged with the remains of a light infantry regiment. This created a unique formation of heavy armour and skirmishers which proved an adaptable and mobile fighting force.

Critics pointed out that the formation lacked the speed of a true armoured task force and the staying power of an infantry company. However, its commander, Colonel Georges van deer Meande, a well connected political appointment from neither of the original regiments, has become a strong advocate of their successes (partly because it enhances his own profile) and so the formation has persisted after Cea Fif’tee, and has become known as ‘Meande’s Misfits’.

Due to their past relationship, Meande was happy to accept Cassius’ suggestion that the 331st should become part of the Campaign force for Varlislia IV, although of course, the 331st could not be under direct Space Marine control due to the restrictions following the Horus Heres.


Force Composition 

After resupply, Meande could provide roughly half an armoured regiment, along with his companies of light infantry. The key operational addition was the squadron of super-heavies that Meande had managed to hold on to following Cea Fif’tee. These would be a vital asset in shoring up the firepower of the regiment given its unconvential composition.

The Ultramarine 3rd Company 

Background 

While the 331st and ‘the Lost’ were a potent and experienced fighting force, they were in now way capable of defeating the scale of Tyranid incursion that Cassius predicted. Therefore, he petitioned Calgar to dispatch reinforcements. The Ultramarines responded with their greatest Tyranid fighting asset. The 3rd Company had been at the heart of the defences in the 1st Tyranic war. The current members had taken up the mantle of engaging the Tyranids wherever possible and so were happy to be diverted to Varlislia IV. Their current Captain, Aurelium Glovius, was unusually not a close friend of Cassius, unlike many of the Ultramarines senior leaders, but was by all accounts a solid and dependable commander. The 3rd had been en route to suppress an Ork incursion, but Calgar was happy to suggest the diversion as the impetuous and unexpected arrival of a Great Company of Space Wolves to that conflict suggested that the Ultramarines may be unnecessary additions; arriving too late to influence the outcome.

Force Composition 

The 3rd committed its full strength to Varlislia IV, including Land Raiders and Whirlwinds from the Armoury, and support from the 1st, 9th and 10th companies. Such a deployment would be a potent addition to the war on Varlislia.

Legio Invicta 

Background 

One of the oldest and most powerful loyalist Titan Legions, Legio Invicta has a long and illustrious history. A small complement of their strength had been assigned to assist the 3rd as the reports from the Ork incursion indicated large numbers of war engines. When the 3rd were diverted, the Princeps agreed to also divert his Titans in support.


Force Composition 

For Varlislia IV, Legio Invicta committed one Warlord, one Reaver and two Warhound scout titans

Imperial Navy 

Background 

The final part of the 3rd Company’s force were fleet assets under Rear-Admiral Ague Oleander. He commanded a cruiser squadron and associated escorts. After hearing of the inquisitors request from Cassius he agreed to provide the fleet support for the campaign. The Segmentum Command were keen that any Tyranid incursion was neutralised swiftly, especially if it would stop the loss of merchant shipping. It was agreed that Oleander would have overall command for Strike Force Relentless Fury with oversight of all the various units involved, although the assumption was that Cassius would nominally command once any ground campaign began.

Force Composition 

The initial force consisted of three ships of the line, Oleander’s flagship, a Mars class battlecrusier, one Gothic class and one Dominator class crusier, and escorts of one Dauntless light crusier, and three escort squadrons, one each of Swords, Firestorms and Cobras. The fleet would also provide air support for the ground campaign and the fleet of transports required.

>close section ‘List of Participant Forces’

>exiting....

>have a nice day>-

(provided by Ben aka DrWeir)

Monday, January 9, 2012

Inquisitor Coteaz's Expenditionary Force

Inquisitor Coteaz, preparing for planetfall

Inquisitor Coteaz had received a brief, panicked message from the governor of Varlislia, one Ignace Trantor.

Varlislia… Coteaz had less than fond memories of the place. It was populated by a mixture of fat merchants looking to spend their dirty money and a combination of whores and smugglers who were happy to take it; if it weren’t for the strategic importance of the place he would have conveniently “lost” the message.

As Coteaz approached the system he received more intelligence from his local contacts, Inquisitor Sloan and her pet psyker. The planet had suffered misfortune in recent years and was no longer a rich man’s playpen; the population had deviated from the light of the Emperor and descended into xenos worship… or worse. To complicate matters further there were whisperings that a splinter from a distant hive fleet was also moving towards the system.

This was much worse than he had feared; if the planet were to fall to either the xenos or the hive fleet then the only response would be to order an exterminatus, but Coteaz was not in the mood to give up this planet without a fight. The Inquisitor requisitioned all the forces he could, including both Astartes of the Ultramarines and Space Wolves Chapters and a small contingent of Grey Knights. They would make landfall in 3 days’ time and drive the xenos from the planet.

As a backup he also sent communication to the flagship of the Adeptus Mechanicus fleet stationed on Choria, the General Rochambeau. If Coteaz were to fail on Varlislia then the planet would have to be cleansed of all life…

(prepared by Big Tom)

Saturday, January 7, 2012

Hive Fleet Mothra

Genestealer infiltrating Hive Tempestus on Varlislia


Hive Fleet Mothra had initially made released seeding spore into Varlislia’s atmosphere almost nine terran years ago. Its approach was much slower than many Hive Fleets. Whilst other Hive Fleets would send scouting organisms attacking command centres, Mothra’s Genestealers and Lictors would bide their time, working to sow panic and disorder amongst the populous. The chaos this brought would weaken any resistance.

The build up of Tyranid biomass on Varlislia did not only pave the way for the arrival of the rest of Hive Fleet Mothra; it also made nearby Hive Fleet Haephestus aware of its presence, and the potential to devour Varlislia.

The Hive Mind now sensed that the time was right; the scout organisms which had remained low key until now were ready to make co-ordinated strikes, with the support by the arrival of other, larger and more numerous Tyranid organisms.

Varlislia was ripe for consumption...

Thursday, January 5, 2012

Game Record Cards


Below I have attached a copy of the Game Record Cards. Once players have played a game, they need to send me a copy of this record card (or the info in an email, pm, carrier pigeon, etc.) so that I can develop the storyline of the campaign. Players can also feel free to write battle reports that I can put up on the blog for other to read.


Matt


Hive Fleet Haephestus

Hive fleet Haephestus' Swarmlord


Hive fleet Haephestus was desperate. World after world on its search for biomatter was nothing but bare rock. It's resources were dwindling. Desperation had caused it to attempt the use of metals and minerals in the makeup of it's brood in place of biomatter with varying degrees of success. It limped along through the cold reaches of space. The hive mind screamed out in hunger. Then, by chance it finally happened upon a system teeming with life.

Blind with the desire to feed it sped forward. Probing further into the system revealed that there were already armed forces in the area. A threat to the continuing survival of the Fleet and a possible barrier between it and the nutrition it so desperately needed.

The future of the Hive Mind hung in the balance and it had no choice but to act. A calculated risk, the fleet used a sizeable amount of it's purest remaining biomatter. This fight would not be won by strength, there were insufficient resources to overpower the enemy as was the usual tactic. Cunning was needed, intelligence would be what would win this war.

The fleet employed it's final gambit. One that would end in victory or the utter destruction of the entire brood.

The pinnacle of Tyranid battlefield leadership.

A Swarmlord.

(from Aidan, aka Cunningstunt)

Tuesday, January 3, 2012

Varlislia

A view from Varlislia's Ulpec mountains

Varlislia can be found just outside the Ultramar system. A good third of the planet is treated as a Paradise World, where nobles from nearby systems will travel for recreation, and other holidays. The range of luscious habitats are perfect for those seeking adventure, sightseeing or relaxing.

The rest of the planet contains two prosperous hives, using the imported riches the wealthy bring with them to provide a good quality of life, by the standards of the Imperium in the 41st millenium. Whilst conditions for the majority of the inhabitants are far from ideal, they are in stark contrast to planets such as Necromunda.
Varlislia’s Governor, Ignace Trantor, is political ruler and commander of the planetary defence force. For its strategic importance as a gateway to Ultramar, a number of Imperial Guard regiments are stations – even if many of them are there only for a short while.
Governor Ignace Trantor

Recent years have been difficult for Varlislia’s people and its governor. At first, there was the occasional disappearance. Over time, these disturbances became increasingly widespread. The local arbites, used to such a peaceful planet were unprepared and inexperienced to deal with the range of incidents.

News of these strange occurrences spread; visitors from began to avoid the previously bustling planet, whilst nobles on the planet left with haste. With the planet’s economy so dependent upon the tourism imperial bourgeoisie brought with it, Varlislia fell into depression.

The planet’s priests were noticing falling congregations at their basilicas, and the two hives were turning into ghost cities. Fearful of the punishment that the Ecclesiarchy would inflict, the Governor took matters into his own hands, imposing martial law and using the Imperial Guard forces to clamp down upon those neglecting their Imperial Duties. Their investigations were to reveal something truly shocking – pockets of cults, worshiping foul xenos were being uncovered everywhere. Whilst the planetary defence forces were able to extinguish some of these groups, there were too many to deal with – and the number was growing all the time.

With so many heretics and dwindling resources, Trantor realised that his forces were out of their depth – he stood to lose everything he had spent his career working towards. As scanners picked up two swarms of biomass - each as big as an Imperial fleet - heading for his home world, he sent one last communication pleading for help. An Inquisitor by the name of Coteaz was first to answer the call…

Monday, January 2, 2012

Battle for Varlislia - Campaign Rules Pack


Sides


The campaign has 12 players signed up, who have been divided into 6 factions:


The Tyranid Invasion
Matt (Deathwing Matt) – Tyranids
Aidan (CunningStunt) - Tyranids


The Green Tide
(EdSmasha) – Orks
(Talos) – Bad Moon Orks


Imperial Expeditionary Force
(Big Tom) – Sisters of Battle/Grey Knights
Ben (Dr Weir) – Ultramarines


Logan Grimnar’s Relief Force
(LPeterson) – Space Wolves
Craig (Mazberry) – Space Wolves

Forces of Chaos
Ian (Calmdown) -  Traitor Guard
(Dezul) - Blood Knights

Planetary Defence Force
Tom (Major Tom) - Guard

(Yargalt) - Guard

Army Composition

Players can use any Codex army list that is currently available for purchase from GW. In addition, Sisters of Battle may use the old Witchhunters Codex, and Grey Knight/Inquisition players may use the old Daemonhunters codex, should they choose to.


Players must stick with the same codex throughout the campaign. However, the lists for each game taken from the selected codex can be changed for each battle, as changes in scenarios and size limits are to be encouraged.


Models with official GW rules in Forge World publications may be used with your opponent(s) permission, in advance of the date of the battle. As some of these units may be unusual and not seen by other participants, the player using the model should bring the rules to the battle, so others know what they are up against.


Games and Scenarios


Players can play as many games as they would like each week; and should play at least one game per week. As there are an odd number of players, at least one person will need to play more than one game each week if everyone is to get a game.


For each game played, a battle report card should be submitted to me (template in Annex 1 of the pack). This will allow me to write campaign updates to be circulated to all players at the end of each week, and keep tabs on the progress of the campaign.


In weeks 5 and 6, there will be set narrative scenarios for the participants to play. In all other weeks, participants are free to choose whatever scenario they wish. This could be one of the generic scenarios from the rulebook, one designed by the players, from a GW publication or online, etc. As such, the points limits is to be agreed between each players. During weeks 1-3, I will suggest a theme for the games. These can be found below.


The only requirement is that both players are agreed on the scenario to be played in advance of the game.
During some weeks, some factions will be asked to fight a particular faction. A list of these weeks and challenges can be found below. 


Secret objectives


Each player will be emailed a secret objective to achieve in any battle in weeks 2 – 5. They should not be discussed with anyone except Matt (as GM) and the other member(s) of your faction.
Players that complete their secret objective within the timeframe will be given a bonus stratagem in the final game.


Weekly Cycle


The weekly turnaround will be tight. A game round will run for a fortnight, from Friday to the following Thursday, beginning Friday 3rd February. At the end of each game week, I will compile the game reports I have received and develop the narrative based on the outcomes of the games played. Updates will go up on my blog (Ruins of Caliban, http://ruinsofcaliban.blogspot.com/), and the Cross Club Forum, before the close of play on the Sunday.
As the cycle is tight, players are advised to organise their battles for the following week well in advance.


Weeks


Week 1: Planetfall
Inquisitor Coteaz,  along with his Space Wolf and Ultramarine allies arrive at Varlislia. On planetfall, they are shocked to find a significant Chaos presence on the surface.
Challenges:
All 3 Imperial factions vs. All 3 Non-Imperial Factions
Suggested Scenarios/Armies: Planetstrike missions, and/or something with lots of Deep Striking.

Week 2

All 3 Imperial factions vs. All 3 Non-Imperial Factions
Suggested Scenarios: Capture objective missions

Week 3

All 3 Imperial factions vs. All 3 Non-Imperial Factions
Suggested Scenarios: Kill point based missions

Week 4: TBA!


Week 5: TBA!


Week 6: The Finale


There will be a big battle on Sunday (tbc) at St. Christopher’s Inn. When announced, please leave this date free so we can get everyone taking part in the conclusion to the campaign.


The format will be one big table with a large battle, with 2/3 other tables with games that will be done in tandem. The battles on the smaller tables will have an impact on the main table. The result of the game on the main table will determine the outcome of the campaign. As such, factions that are not doing well at the beginning of the campaign can still do well late on. Those who have done well early on will be rewarded with extra stratagems to give them an advance.


Sides will be chosen at the end of week 5, dependent upon which factions are winning and where the narrative has been impacted by game results.


Further details on the finale will be provided at the end of week 5 of the campaign.


Prizes

At the final game of the campaign, each participant will vote for the faction that has put the greatest enjoyment into the campaign. Votes should take into account a range of factors – painting, background to their army, quality of theme; sportsmanship etc. and not necessarily which faction has won the most games. Individuals will not be able to vote for their own faction.


The winning faction will share approx £60 in Dark Sphere vouchers. The committee has kindly agreement to match any prize pot we generate ourselves. As such, each participant pays £2.50 to enter to help fund this prize.