Showing posts with label worlds of the narrative. Show all posts
Showing posts with label worlds of the narrative. Show all posts

Monday, 22 October 2018

Worlds of the Narrative: Svartos.



Planet: Svartos.
Segmentum: Solar.
Sector: Midgard.
System: Svartos.
Surveyed: M39.
Planets:
Svartos  - Ice World.

Summery:
A little known world orbiting a pale white star. Svartos was discovered a few years before the end of the Great Crusade and granted by the Emperor to the Space Wolves legion. The frozen ice fields and great volcanos spewing a constant flow of a lava reminded the legion of their own frozen home world. Under Leman Russ the legion constructed a mighty fortress. From here they could protect the coreward advances towards Terra from any potential threats. The fortress is still in use now and with the forces of Chaos slowly making their way towards the seat of Imperial power, the fortress has been resupplied and the garrison increased.

Size: Equatorial distance - 745 miles.
Gravity: 0.62 G.
Satellites: One moon.
Population: None.
Orbit: 152 million miles from it's star. Leviticus 426 takes 248 days to complete one orbit.
Climate: Mean surface temperature of -63 degrees centigrade.

Svartos lies in the path of Abbadon's advance towards Holy Terra. The Space Wolves fortress must fall to prevent them attacking the flank of the traitor forces. Once more, the Death Guard are nominated for this task, much to the chagrin of the Thousand Sons. His eyes now set upon this prize, the great plague fleet of Typhus descends upon the Space Wolves fortress planet.

Notes: This is the world for battles against the Space Wolves. I felt that with the possibility of Leman Russ returning, that they should have their own battle zone.

Tide of Battle:
Deathwatch. victories: 0.
Death Guard victories: 0.
Draws: 0

Monday, 9 July 2018

Worlds of the Narrative: Leviticus 426


Planet: Leviticus 426.
Segmentum: Tempestus.
Sector: Daedalus.
System: Leviticus.
Surveyed: M41.
Planets:
Leviticus 426 - Dead World.
Leviticus 426B - Dead World.

Summery:
Leviticus is a system on the far edge of the Eastern Fringes beyond even the Tau Empire. The Astronomicon is extremely weak here. It is a barren planet with a barely breathable atmosphere and no resources to speak off. A hundred million years ago this world was part of a new extinct Necron dynasty which fell due to infighting. The remnants of it's technologies still lie deep below the surface.

Size: Equatorial distance - 1,200 miles.
Gravity: 0.8 G.
Satellites: One moon.
Population: None.
Orbit: 17 million miles from it's star. Leviticus 426 takes 31 days to complete one orbit.
Climate: Mean surface temperature of -20 degrees centigrade.

A Deathwatch station sits on the edge of the Tau Empire constantly on the alert for xenos activity. When strange garbled communications are faintly detected coming from what was thought to be a dead world, a Deathwatch team are dispatched to investigate. Deathwatch command aware of the former Necron occupation fear that the modern dynasties could be looking to loot the remains. What the team find upon arrival is a sizable force of Death Guard with eyes on several Tau worlds. Deathwatch command cannot risk the region being destabilized and so order the team to attack and destroy the traitor forces below.

Notes: Leviticus 426 (I'm sure you get the reference) is the world for games against the Deathwatch.

Tide of Battle:
Deathwatch. victories: 0.
Death Guard victories: 0.
Draws: 0

Monday, 2 July 2018

Worlds of the Narrative - Bastion


Imperial Fists / Adeptus Custodes

Planet: Bastion.
Segmentum: Solar.
Sector: Solarum.
System: Bastion.
Surveyed: Pre-Imperium.
Planets:
Bastion I - Dead World.
Bastion 2 - Death World.
Bastion 3 - Fortress World.
Bastion 4 - Dead World.
Bastion 5 - Gas Giant.
Bastion 6 - Gas Giant.
Bastion 7 - Gas Giant.
Bastion 8 - Ice Planet.

Summery:
Bastion was one of the first worlds terraformed by humanity not long after they achieved warp flight. It began as a military training facility that swiftly grew into a sizable colony. When the early Imperium relocated the planet it was determined that it's position was perfect to as a shield world absorbing potential incoming attacks. The planet was given over to the governorship of Rogal Dorn who established an Imperial Fist contingent alongside elements of the Imperial Guard.
Since then, Bastion has survived with very little conflict but the garrison remains ready and able to blunt any invading force headed for Holy Terra.

Size: Equatorial distance - 10,500 miles.
Gravity: 1.2 G.
Satellites: One moon.
Population: 15 billion.
Orbit: 162 million miles from it's star. Bastion takes 340 days to complete one orbit.
Climate: Mean surface temperature of 27 degrees centigrade.

With the fall of Cadia, Abaddon's crimson path has not faltered. He has taken the time to consolidate his position on the worlds surrounding before pushing forwards. Now, nearly one hundred and fifty years later, he calls upon his allies to continue the push towards the Imperial seat of power. As before, the Death Guard lead the assault but first they must overcome the forces station on Bastion.

Notes: This world is for battles against Imperial Fists, Sisters of Silence and Adeptus Custodes mainly.

Tide of Battle:
Imperial Fist victories: 0.
Adeptus Custodes victories: 0
Sisters of Silence victories: 0
Death Guard victories: 1.
Draws: 0

1. First Strike.

Saturday, 2 December 2017

Worlds of the Narrative: Tethys Ultima


Planet: Tethys Ultima.
Segmentum: Segmentum.
Sector: Dromid.
System: Tethys.
Surveyed: M43.
Planets:
Tethys Ultima - Dead World.
Tethys Secundus - Dead World.
Tethys Tertius - Water World.
Tethys Quantus - Dead World.

Summery:
Millions of years ago this system was the heart of a large Necrontyr dynasty that encompassed a vast swath of local space. When the war with the ancient Aeldari went against them and the Necrons retreated to their tombs this world was one of the last to enter hibernation. Over the many thousands of millennia the planet began to die as it's sun started to grow cold. Now it stands as a barren dust ball hanging in space.

Size: Equatorial distance - 8,500 miles.
Gravity: 1.2 G.
Satellites: One moon.
Population: None.
Orbit: 15 million miles from it's star. Tethys Ultima takes 22 days to complete one orbit.
Climate: Mean surface temperature of 20 degrees centigrade.

The Death Guard came to the Tethys system in order to locate a potential staging area for attacks into the border worlds of the Segmentum Tempestus. They found a dry dusty world suitable for their needs. Cultists and slaves were put to work constructing a serious of fortresses and defence lines. The construction activated the defences of the necron tombs. Slowly large numbers of necron warriors were raised from their sleep and sent forth. The Death Guard although taken by surprise fought hard to repel the enemy. Now, rather than vent themselves on the Imperium of Man they must fight to destroy the emerging Necron army.


Notes: Tethys Ultima is the world for games where the Death Guard face down the Necrons. Some of the named characters appearing might be odd but I can live with it.

Tide of Battle:
Necron victories: 2.
Death Guard victories: 1.
Draws: 0

The Necrons are winning by shear numbers but the Death Guard are safe behind their fortress walls for now. A miracle may be needed if they are to secure victory here.

1. Scorched Earth (7th edition).
2. Hunt the Enemy (7th edition).
3. Firesweep.

Monday, 27 November 2017

Worlds of the Narrative - Susperia



Planet: Susperia.
Segmentum: None.
Sector: Eye of Terror.
System: None.
Surveyed: Never.
Planets:
Susperia - Daemon World.

Summery:
It is not known whether the planet Susperia ever dwelt within the material universe. All it has ever known is a life deep in the Warp lit by the glow of an ethereal light. The world may well have been created by the Ruinous Powers for reasons of their own. The truth may not truly ever be known.

Susperia has an intelligence unknowable to the mortal beings that now walk it's fleshy surface and the planet has the power to reshape itself and it's environments at will. It exists to further the will of the chaos gods.

Size: Equatorial distance - 2,200 miles.
Gravity: 1.0G.
Satellites: None.
Population: None.
Orbit: None.
Climate: Varies depending on the planet's will.

Time has no meaning in the Warp. These events could have happened in the past, the present or have yet to happen. At least in comparison to the material universe. The Ruinous Powers often seek to test their servants and contest to see whose are the more worthy. The Chaos Gods have drawn their mighty champions together on the surface of this living world to fight and die in the name of their patron divinity. Which god will prevail? Only time will tell.

Notes: This is the world for narrative games featuring the main forces of Chaos, the daemons, Death Guard, World Eaters, Thousand Sons and Emperor's Children. These forces are all here because much like the Imperium narrative you can't just keep making worlds for specific semi-factions.

Tide of Battle:
World Eaters victories: 1.
Emperor's Children victories: 0.
Thousand Sons victories: 2.
Death Guard victories: 2.
Chaos Daemons victories: 2.

The contest of champions is still ongoing but thus far only the Emperor's Children are losing to the depredations of their rivals. Hopefully the Death Guard will come out ahead.

1. Eternal Night (7th edition).
2. The Red Giant (7th edition).
3. Wager of the Gods (7th edition).
4. Pestilence Prevails.
5. Blood-Dimmed Tide.
6. Revolt!
7. Rain of Warpfire.

Saturday, 11 November 2017

World's of the Narrative - Sanctum


Planet: Sanctum III.
Segmentum: Pacificus.
Sector: Xenobian.
System: Sanctum.
Surveyed: M32.
Planets:
Sanctum I - Barren World.
Sanctum II - Barren World.
Sanctum III - Terrestrial World.
Sanctum IV - Terrestrial World.
Sanctum V - Gas Giant.
Sanctum VI - Gas Giant.
Sanctum VII - Ice World.

Summery:
The system designated Sanctum by the Imperium was once a part of the ancient Aeldari empire. Abandoned by them millions of years before the Fall the planet was quickly reclaimed by the forces of nature. Great jungles swept across those primitive ruins burying them beneath their roots and vines. However deep within those ruins artefacts of the Aeldari still lie waiting to be rediscovered.

The Aeldari still feel a tie to this world and Farseers visit to bask in the peace and solitude of this world unaware of the artefacts beneath their feet. Sanctum is all they have left of their original homeworld and they will defend it should it come under attack.

Size: Equatorial distance - 18,500 miles.
Gravity: 1.0 G.
Satellites: One moon.
Population: None.
Orbit: 75 million miles from it's star. Sanctum III takes 300 days to complete one orbit.
Climate: Mean surface temperature of 28 degrees centigrade.

Guided by the will of Father Nurgle, the Death Guard have emerged from the Warp above Sanctum III. With no population to to concern themselves with, the Death Guard simply deploy by landers to the surface and head towards the ancient ruins in search of the Aeldari relics. Following the will of Nurgle they seek these artefacts to corrupt them and deny the alien foes their heritage. The Craftworld farseer's sense the danger and come roaring through the webways with a terrible host to combat and stop the foul plague sons.

Notes: This is the world for narrative games against the Craftworld Aeldari and possibly for Harlequins as well.

Tide of Battle:
Craftworld victories: 2.
Death Guard victories: 0.
Draws: 1.

1. Battle for Qualor Valley.
2. Battle for Site 2212.
3. Outflanked!

Tuesday, 17 October 2017

Worlds of the Narrative - Oblivion


Planet: Oblivion.
Segmentum: Ultima.
Sector: Nemesis.
System: Oblivion.
Surveyed: M34.
Planets:
Oblivion - Hive World / Forge World.

Summery:
The planet Oblivion, which sits on the edge of the Blood Angel's protectorate, is the only world to orbit it's bright orange star. The planet is large and covered by a vast hive which houses the population and a sizable Mechanicus forge. Although not a major facility Oblivion's forges have produced vast numbers of munitions and vehicles for the local space marine chapters and Astra Militarum regiments.

Size: Equatorial distance - 30,000 miles.
Gravity: 1.3G
Satellites: One moon.
Population: 22 billion at last count.
Orbit: 200 million miles to it's star. Oblivion takes 50 months to complete one orbit.
Climate: Mean surface temperature of 24 degrees centigrade.

Riding out of the Maledictum, the Death Guard once again began their conquest by bombarding the planet with biological weapons and plagues. Over weeks they let the dark plagues do their work before finally dropping to the surface. The remaining defence forces were swiftly defeated and the population that survived enslaved or turned in to the walking dead. Those survivors were put to work in the forges of the fallen Mechanicus to fuel the creation of new daemon engines.

Aid was coming though. A single astropathic message escaped to give warning to the Blood Angels. They have now arrived and engaged the ships in near orbit. Drop pods and assault craft blast down to deliver battle brothers, tanks and dreadnoughts to the surface. The streets and ruins of a charnel world now ring with the sounds of glorious battle.

Notes: This is the world for battles against the Blood Angels and possibly their successor chapters.

Tide of Battle:
Blood Angel victories: 0.
Death Guard victories: 0.
Draws: 0

No games have been played here yet.

Monday, 16 October 2017

Worlds of the Narrative - Artica


Planet: Artica III.
Segmentum: Obscurus.
Sector: Cadian.
System: Artican.
Surveyed: Unknown.
Planets:
Artica's Pearls - Asteroid Belt.
Artica I - Barren World.
Artica II - Gas Giant.
Artica III - Ice Planet.

Summery:
The Artican system is a cold region barely lit by a dying blue star. The only world in the system with an atmosphere is Artica III. Some millennia ago the Adeptus Mechanicus came here and using advanced technology tunneled into the ice. Beneath the surface they constructed a sizable fortress and within they constructed... something. It is not known whether it was a weapon or something else but it lays there waiting. Why the Mechnicus abandoned the site is also unknown although the surface is dotted with ruins and Imperial wreckage, the detritus of a battle fought long ago.

Size: Equatorial distance - 1,300 miles.
Gravity: .02G
Satellites: Three moons and countless asteroids.
Population: None.
Orbit: 3 billion miles to it's star. Artica III takes 240 years to complete one orbit.
Climate: Mean surface temperature of -240 degrees centigrade.

With the Imperial forces beginning to push back against the darkness, Abaddon has consulted his seers seeking something to aid in the war effort. His sorcerers cast their gaze into the Warp and soon intone that an ancient relic lies beneath the ice of Artica - a frozen world which once held an Adeptus Mechanicus stronghold now entombed in the ice.
The Despoiler seeks the aid of the Death Guard in recovering this powerful device. However as they close in on it's location Abaddon decides that he will not share power and orders his marines to attack the plague marines.

Notes: This is the world for those games against the Black Legion.

Tide of Battle:
Black Legion victories: 1.
Death Guard victories: 0.
Draws: 0

The Black Legion have launched a surprise attack and right now the Death Guard are on the back foot.

1. Betrayal on the Ice.

Monday, 9 October 2017

Worlds of the Narrative - Miridian


Planet: Miridian.
Segmentum: Obscurus.
Sector: Cadian.
System: Miridian.
Surveyed: Unknown.
Planets:
Miridian - Hive World.
Miridan's Belt - Asteroid belt.

Summery:
Miridian sits below the galactic plane on the edge of the Cadian sector. Until the 41st millennium it had never been invaded nor known the horrors of war. The planet was colonised by the Imperium about the same time as Cadia and while that world became a bastion of Imperial defiance, Miridian grew to become a populous hive world supplying many hundreds of thousands of men and women to the defence of Cadia through the millennia.

Miridian has no real manufacturing or agricultural significance. However, the asteroid field known as Miridian's Belt has assisted the world's of the Cadian sector with vital ores and metals to construct their weapons of war.
Size: Equatorial distance - 5,000 miles.
Gravity: 1.0G
Satellites: Two moons.
Population: 66,000,000,000 at last count.
Orbit: 120 million miles to it's star. Grendel III takes 400 days to complete one orbit.
Climate: Mean surface temperature of 19 degrees centigrade.

Before the start of the 13th Black Crusade, Typhus was dispatched by Abaddon to be the vanguard for his great invasion. Typhus had his eyes on the Lelithar system but first he would need a base of operations from which to launch his attack. Scouring the charts he soon found the world of Miridian and it's relative isolation made it a perfect target. The Death Guard caught the planet unawares and began with an atmospheric bombardment of poisons, plagues and bacteria. They then deployed to the surface. The planetary defence forces were no match for a battle-hardened force and the war was swiftly completed. The population not slain were rounded up and either enslaved or forced into the rapidly growing chaos cults of the plague father.

Not three weeks after the Miridian campaign was concluded, the planet came under surprise attack by a superior Drukhari raiding force. They had expected a weak and unprepared human population but instead found a renegade astartes force eager to slay the alien interlopers for their intrusion. The coming war against the Imperium was forgotten while the Death Guard waged war against the alien slavers.

Notes: Miridian is the world for games where the Death Guard face down the Drukhari.

Tide of Battle:
Drukhari victories: 2.
Death Guard victories: 3.
Draws: 0

The invading Drukhari are not doing well. The entrenched plague marines have the upper hand currently but will it last as more xenos raiders arrive to bolster the attacking kabals.

1. Into Darkness (7th edition).
2. The Scouring (7th edition).
3. Hold the Line.
4. Drukhari Ambush.
5. Death in the Rain.

Saturday, 7 October 2017

Worlds of the Narrative - Grendel


Planet: Grendel III.
Segmentum: Ultima.
Sector: Bathesda.
System: Grendel.
Surveyed: Unknown.
Planets:
Grendel I - Barren World.
Grendel II - Barren World.
Grendel III - Terrestrial World.
Grendel IV - Gas Giant.
Grendel V - Ice World.

Summery:
The Grendel system is a minor world on the edge of the Farsight Enclaves. It was originally scouted by the Imperium several years before the location of the Tau home world was first discovered. It was deemed unimportant and simply cataloged for future reference. When Commander Farsight abandoned the Empire and installed the Enclaves Grendel III was claimed as well. It has since been used as an outpost monitoring the void north of the Enclaves.

Grendel III has little mineral wealth and is too warm and dry for most crops to survive. It does have some natural predators but nothing too much of a threat. Several monitoring and communication stations exist spread across the surface which remain in constant contact with the Enclave home world.
Size: Equatorial distance - 4,400 miles.
Gravity: 1.0G
Satellites: Two moons.
Population: 2,000 approximately.
Orbit: 110 million miles to it's star. Grendel III takes 275 days to complete one orbit.
Climate: Mean surface temperature of 65 degrees centigrade.

.Adrift in the Warp for some time, carried by the whims of the gods, the Death Guard emerge and find themselves on the edge of the Grendel system. Long range auspex sweeps reveal the presence of Tau technology but little in the way of population. Eager for battle once more the plague fleet swoops down upon the colony. The planet lacks orbital defences and the Death Guard manage to deploy to the surface with little interference. The Enclave forces marshaling for a defence while a call for aid is dispatched to the home world.
When Commander Farsight arrives to bolster the defence, the forces of Nurgle have laid claim to much of the planet driving the defenders into specially prepared kill zones. Farsight leads an orbital insertion and starts to bring the war to the rotting foes arrayed against him.

Notes: Grendel is the planet for games against the Farsight Enclaves. As mentioned in the notes for Fandrel, I determined that it made more sense for them to have their own world than be lumped in with the rest of the Empire.

Tide of Battle:
Farsight Enclaves victories: 0.
Death Guard victories: 0.
Draws: 0.

Currently I have had no games against the Farsight Enclaves under 8th edition.

Friday, 29 September 2017

Worlds of the Narrative: Fandrel


Planet: Fandrel IV.
Segmentum: Ultima.
Sector: Damocles.
System: Fandrel.
Surveyed: M38.
Planets:
Fandrel I - Death World.
Fandrel II - Barren World.
Fandrel III - Terrestrial World.
Fandrel IV - Terrestrial World.
Fandrel V - Gas Giant.
Fandrel VI - Gas Giant.
Fandrel VII - Gas Giant.
Fandrel VIII - Ice World.
Fandrel IX - Ice World.
Fandrel X - Ice World.

Summery:
The Fandrel system was discovered by the Imperium in M38 and colonized within a hundred years. The Imperium hoped that the planet would make a perfect agricultural world to feed the surrounding systems. The third and forth planets would be perfect for their needs. Fandrel IV was found to be rich in heavy metals and ores that could be extracted with ease.

Shortly after the start of the Tau fifth expansion the Empire decided to take this world from the Imperium and put its resources to the use of the Tau. When they arrived they found the planet not in the hands of the Imperium but in the putrid talons of the Death Guard. When they had taken the planet it is not known but the cities lie in ruins, it's people now the walking dead and it's resources being stolen to fuel the Chaos advance.
Size: Equatorial distance - 4,500 miles.
Gravity: 0.9 G.
Satellites: One moon.
Population: None.
Orbit: 93 million miles from it's star. Fandrel IV takes 430 days to complete one orbit.
Climate: Mean surface temperature of 14 degrees centigrade.

The Death Guard arrived in the Fandrel system during the last days of the Damocles crusade. Sneaking in under the radar they launched a surprise attack. Virus bombs and airborne diseases were released into the atmosphere and then the major cities were bombed from orbit for days afterwards before the plague marines even set foot on the planet's surface. The Imperial population was decimated without even putting up a fight or being able to transmit a cry for help. Too busy fighting the Tau Empire the Imperium did not even notice another world falling into darkness.

When the Tau Empire arrived many years later to annex this world they found it turned into a pestilent hell. But the planet still held both a strategic position and vast mineral wealth that the Empire could claim. The fleet engaged the Death Guard ships in orbit and desperately deployed as many landing craft as they could. Once set upon the surface battle has been joined.

Notes: Fandrel is the world for those games set against the Tau Empire. I did consider making this joint between the Tau and the Farsight Enclaves but it seemed an odd mix to do so. The Enclaves will get their own narrative world to fight for.

Tide of Battle:
Tau victories: 1.
Death Guard victories: 2.
Draws: 0.

The Tau have secured a landing site from which to begin their campaign of conquest. It remains to be seen how they manage once the forces of Nurgle mobilize to counter attack.

1. Bunker Assault.
2. Empyric Storm.
3. Battle for Point Perada.

Worlds of the Narrative: Delphi Majoris


Planet: Delphi Majoris.
Segmentum: Ultima.
Sector: Ghoul Stars.
System: Delphi.
Surveyed: Unknown.
Planets:
Delphi Majoris - Terrestrial World.
Delphi Minoris - Barren World.
Delphi Titanis - Gas Giant.
Tears of Isha - Asteroid Belt.

Summery:
Located on the trailing edge of the Ghoul Stars, the Delphi system was once a colony of the ancient Aeldari Empire. It had been abandoned long before the Fall however as mysterious threats from that region of space made the colony too undesirable. Since then it has remained empty and abandoned, shrouded in freezing mist. Animal life is almost non-existent and the wind blowing through the overgrown Aeldari ruins is often the only sound to be heard.
Size: Equatorial distance - 15,000 miles
Gravity: 1.00 G
Satellites: Fourteen, mostly large asteroids.
Population: None.
Orbit: 300 million miles from it's star. Delphi Majoris takes 466 days to complete one orbit.
Climate: Mean surface temperature of 6 degrees centigrade.

The farseers of the Ynnari have long sought signs of the last ancient crone sword that they seek. After many years of searching they have been drawn to the ancient world of Delphis Majoris. Whether this be the resting place of that blade or just the next step in their quest they do not know. Yvraine now searches the ruins here for signs of what they seek.

The Ruinious Powers rarely see eye to eye let along ally together for long. However, Slaanesh has brokered a deal with Nurgle. In return for assistance against the Ultramarines in the galactic east, Nurgle has dispatched his greatest warriors to this former Aldari world to stop the aliens recovering the whereabouts of the final crone sword. They will stop at nothing to ensure that the relic is never found.

Notes: Delphis Majoris is the world for the games against the Ynnari faction of Aeldari plus their Harlequin allies. I had considered just using this for combined Ynnari and Craftworld Aeldari but I think it makes more sense to have one world purely for the Ynnari.

Tide of Battle:
Ynnari victories: 2.
Death Guard victories: 1.
Draws: 0.

The engagement is still new and both sides are unsure about the capabilities of the other. The Ynnari will not give up their quest and the Death Guard are stalwart in their opposition.

1. The Artefact (7th edition).
2. Dance of the Damned.
3. Ambush.

Thursday, 28 September 2017

Worlds of the Narrative: Cerberus



Planet: Cerberus.
Segmentum: Ultima.
Sector: Cerberus.
System: Cerberus.
Surveyed: Unknown.
Planets:
Cerberus I - Dead World.
Cerberus II - Gas Giant.
Cerberus III - Frontier World.

Summery: The Cerberus system has never belonged to the Imperium. At least not in reality. The system has been cataloged for thousands of years but never seen as worth the effort to draw it into the larger Imperium. At some point in the last three thousand years the system fell into the hands of the Death Guard, who claimed it for their dark master. Mighty fortresses and cathedrals to the plague father were constructed. Cerberus operated as a secretive staging ground for the plague fleets to raid the surrounding systems. Any attempts by the Imperium to push into that sector has been met with defeat.
Size: Equatorial distance - 12,000 miles.
Gravity: 2.00 G.
Satellites: One tide-locked moon.
Population: Unknown.
Orbit: 448 million miles from it's star. Abraxes takes 12 years to complete one orbit.
Climate: Mean surface temperate of 15 degrees centigrade.

In the aftermath of the Indomitus Crusade and Mortarion's attack upon Ultrarmarr, primarch Roboutte Guilliman set plans in motion to bring together a large force of the Imperium with which to scourge the taint of Chaos from the Cerberus system. The largest Imperial force ever assembled launched itself towards the seat of Nurgle's power.

The fleet translated back into normal space a weeks travel beyond the edge of the system. A Mechancum fleet accelerated forward and then cut power. Powered down they drifted forth and was able to enter the system without being detected. When they did power up they smashed a hole through the planetary defences for Cerberus III. The Imperial fleet arrived and used the opportunity to punch through the holes, deploying large numbers of bulk landers and space marine drop pods through to the surface.

Notes: Cerberus is the world for games against the majority of Imperial armies, whether they be space marines, astra militarum or cult mechanicus. Certain space marines, should they get their own primarchs will probably end up having their narrative world but I shall see whether I can fit them in narratively.

Tide of Battle:
Adeptus Custodes victories: 0.
Adeptus Mechanicus victories: 2.
Astra Militarum victories: 3.
Blood Angels victories: 2.
Grey Knights victories: 1.
Space Marine victories: 3.
Space Wolves victories 0.

Total Imperial victories: 11.
Death Guard victories: 6.
Draws: 2.

The Imperium has caught the Death Guard severely by surprise and it is showing. They have managed some victories and a couple draws but I need to work harder to take the fight back to them.

1. The Indomitus Crusade Begins (7th edition).
2. The Ritual (7th edition).
3. Outpost Raid.
4. The Balantine Massacre.
5. Stronghold Assault.
6. Contact Lost.
7. The Imperium Advances.
8. Holding Action.
9. Lunar Engagement.
10. Blockade Mission.
11. Ordered Retreat.
12. Blood in the Sands.
13. The Brothers War.
14. The Dyatlov Pass Incident.
15. Battle for Starport Twelve.
16. Battle for Chernobog.
17. First Battle for Gothos.
18. First Battle for Castellan.
19. Shock and Awe.
20. Necropolis Street Fight.

Wednesday, 27 September 2017

Worlds of the Narrative: Caseopeia


Planet: Caseopeia.
Segmentum: Obscurus.
Sector: Cadian.
System: Hera.
Surveyed: 533 M41.
Planets:
Hera - Dead World.
Zeus - Death World (tectonic instability).
Caseopeia - Desert World.
Perseus - Ice World.

Summery: A minor desert planet on the far edge of the Cadian sector, Caseopeia holds several small Imperial mining facilities. These subterranean mines produce large quantities of heavy metals and radioactive materials for periodic shipping to Cadia and nearby Forge Worlds.  On the surface the planet is barren and rocky desert punctuated by huge rocky outcroppings called "cathedrals" by the miners.
Size: Equatorial distance - 3,700 miles.
Gravity: 1.00 G.
Satellites: None.
Population: 10,000 at last count.
Orbit: 67 million miles from it's star. Caseopeia takes 224 days to complete one orbit.
Climate: Mean surface temperate of 40 degrees centigrade.

Caseopeia lay in the path of the 1st plague fleet as it approached the Cadian system prior to the start of the 13th Black Crusade. Typhus directed them to this planet to secure materials for their upcoming war effort. The Death Guard struck at the largest mining facility first securing a significant amount of materials only to find themselves under surprise attack. For reasons of their own a band of aeldari corsairs had also chosen this world to raid and now found themselves facing a significant chaos threat.

Even so, the surprise attack had the effect of driving the Death Guard into the heat and sand of the band lands. The corsairs continued to hound them while simultaneously raiding the remaining mining facilities. Unwilling to give up what he sees as his, Typhus regroups his forces and prepares to launch a counter attack against the alien raiders.

Notes: Caseopeia is the world for those games played against Aeldari Corsair armies. They seem different enough to regular Craftworld Aeldari and the Drukhari that they deserved their own narrative.

Tide of Battle:
Aeldari Corsair victories: 4.
Death Guard victories: 1.
Draws: 0

The Death Guard are not doing well here and they will need to up their game if they are to defeat the alien raiders.

1. Corsair Raid (7th edition).
2. Pursuit across the Badlands (7th edition).
3. Pre-Emptive Strike (7th edition).
4. Mining Colony 557 (7th edition).
5. Mining Colony 85-87.

Worlds of the Narrative: Bludhaven.


Planet: Bludhaven.
Segmentum: Segmentum.
Sector: Seraphon.
System: Seraphon.
Surveyed: M41.
Planets:
Seraphon Alpha - Dead World.
Seraphone Beta - Dead World.
Bludhaven - Hive World.
Seraphon Quintus - Desert World.

Summery: Named after the famous rogue trader Absolom Bludhaven, whose expansive adventures led the discovery of the system, Bludhaven serves as a trade hub for merchant vessels flying the trade routes from the Segmentum Solar through the realm of Ultramarr. The planet sustains several small cities as well as Bludhaven space port itself.
Size: Equatorial distance - 2,500 miles.
Gravity: .95 G.
Satellites: Several large asteroids and a single barren moon.
Population: 17 million at last record.
Orbit: 141 million miles from it's star. Bludhaven takes 680 days to complete one orbit.
Climate: Mean surface temperate of 15 degrees centigrade.

Nearly fifty years before the fall of Cadia, Typhus led his plague fleet into the Imperium raiding a number of worlds surrounding the Segmentum Solar. Bludhaven, being a major trade hub was chosen as a significant target. The opportunity to either disrupt Imperial trade or to sow pestilence into supplies spreading through the Imperium was too good to pass up. When the plague fleet arrived they found only wreckage in orbit and decimated orbital defences. Cities in flames were visible from space.

Making planetfall the Death Guard found an enemy already entrenched against them. This world had already fallen to the greenskin hordes of Ghazkhull Thrukka. The orks still eager for a fight turned their attention to the newly arrived chaos marines. The greenskins may not be the Imperium but they would still succumb to the blessings of Nurgle all the same.

Notes: Bludhaven is the world for those games being played against Ork armies.

Tide of Battle:
Ork victories: 3.
Death Guard victories: 3.
Draws: 0

Despite an excellent initial attack, the Orks have found the Death Guard a more difficult challenge than expected. The might of Nurgle has began to turn the green tide.

1. Blitzkrieg (7th edition).
2. Battle for Fort Ranick.
3. Hold the Line.
4. Hold the Wall.
5. Nurgle Pushes Back.
6. The Siege of Adronberg.

Worlds of the Narrative: Abraxes



Planet: Abraxes.
Segmentum: Pacificus.
Sector: Ceres.
System: Abraxes.
Surveyed: Unknown.
Planets:
Abraxes Alpha - Death World (volcanic and unstable).
Abraxes Beta - Dead World.
Abraxes Prime - Hive World.

Summery: Abraxes was a hive world formed over three thousand years of expansion. Formally a supply point for the lunar mining operations it soon grew as rogue traders made it a frequent supply point. The planet sustained three hive cities but these have since expanded and absorbed one another to form a single city occupying approximately a third of the planet's surface.
Size: Equatorial distance - 7,000 miles.
Gravity: 1.05 G.
Satellites: One moon with ore mining and processing facility.
Population: 16 billion at last record.
Orbit: 150 million miles from it's star. Abraxes takes 600 days to complete one orbit.
Climate: Mean surface temperate of 11 degrees centigrade.

Abraxes lies on the Imperial side of the Cicatrix Maledictum, with that great storm constantly visible in the sky. The planet came under attack by the plague fleets approximately three years ago. The attack began with the Terminus Est seeding a variety of toxins into the atmosphere which resulted in an approximate 20% casualty rate. The Death Guard then attacked vital power generation and food stores first, and only then did they focus their efforts on the Imperial defenders. These defenders seemed hardier and more stalwart than Typhus had expected. The war to capture the planet was hard fought. In was only in the last few months that the true situation became apparent. As plague marines descended into the tunnels and underhive they encountered stiff civilian resistance and finally encountered hordes of genestealers. In the centuries before the Death Guard's arrival the world had already been conquered by alien filth.

Feeling cheated by these turn of events Typhus ordered his forces to eradicate the alien menace and let them rot. The Death Guard have fought for the past year to achieve this but events would once again overtake them. The plaguecasters began to complain of a static scrabbling noise in their minds as they worked their sorcery. These distractions would often cause their sorcery to fail or even caused severe physical injury. When the first Tyranid ship dropped into the outer reaches the system the chosen of Nurgle realized the cause of this - the shadow in the Warp. Although severely outmatched and outnumbered the Death Guard are not in a position to give up this world without a fight.

Notes: Abraxes is the world for those games played against Tyranid and Genestealer Cult armies. I had considered having separate narratives for these two armies but I think it makes more sense to combine them under the single campaign.

Tide of Battle:
Tyranid / Cult victories: 6.
Death Guard victories: 1.
Draws: 1.

Typhus and his marines are slowly getting obliterated here. Unless something changes soon they may well lose this world to the Great Devourer.

1. First Offensive (7th edition).
2. First Contact (7th edition).
3. Wave Assault (7th edition).
4. Battle of Lucerne Abbey.
5. Operation Contagion.
6. Battle for Bannerheim.
7. The Abraxan Salt Flats.
6. Blockade the Hive.

Monday, 15 May 2017

Worlds of the Narrative - updated


So, with the release of 8th edition and the changes to the universe of Warhammer 40K, I've updated what the narratives will be. And here are the lists of those narrative battles against specific opponents. Some are old classics but there are some new ones, and additional war zones will be added as and when needed.

Abraxes.
The world of Abraxes had already fallen to the Death Guard after a lengthy campaign. Space marines and guardsmen alike had fallen to Nurgle's gentle caress. It was then that the sorcerers felt a disruption to their connection to the Immaterium - the Shadow in the Warp! From the ruins arose a host of foul genestealers and from the void comes a terrible foe. The Death Guard have claimed this world and will not let the Great Devourer to take it from them now.
Expected Defenders: Genestealer Cult and Tyranids.

Artica.
A cold ice once that once held an ancient Cult Mechanicus stronghold. Abaddon seeks a relic from deep within the vaults and has sought aid from Typhus to recover it. Once the stronghold is located Abbadon turns on his would be allies, not wishing to share the power that hums deep beneath the surface. On the cold frozen wastelands the Black Legion and Death Guard wage war for control of a potential doomsday device.
Expected Defenders: Black Legion.

Bludhaven.
Launching an attack upon a lightly protected Imperial world the servants of Nurgle find that another foe has already taken the planet for their own. The Greenskins have decimated the planet and enslaved any survivours. The Death Guard deploy from space into the Ork lines fighting for the glory of Nurgle and their own wrath at having lost the opportunity to decimate this world themselves!
Expected Defenders: Orks.

Caseopeia.
A mining colony unlucky enough to lay in the path of Typhus' plague fleet. The traveller orders his legion to attack the Imperial mining facilities. Initially successful, the Death Guard then find themselves under alien attack from a superior raiding force of Eldar pirates. Forced into the desert badlands, Typhus must find a way to defeat the foul xenos if the Death Guard can seize the promethium supplies and return to their ships.
Expected Defenders: Aeldari Corsairs.

Cerberus.
The Domitus Crusade has begun. Guilliman leads the armies of the Imperium to war against it's enemies. One such target is a region of space known as the Cerberus sector - a region of space held by the Death Guard for over two millennia. The armies of the Imperium descend upon those stars seeking to cleanse them of the foul taint of Nurgle.
Expected Defenders: Armies of the Imperium.

Delphi Majoris.
Sometimes even the rival powers of the Warp have common interest. The newly risen Reborn of Ynnead have come to this once pristine world searching for some ancient and powerful artifact with which to upset the balance of power in the universe. In an unusual alliance, Nurgle has brokered a pact with Slaanesh, and the plaguefather has dispatched his favoured sons to stop the Aeldari before they can find the relic that they seek.
Expected Defenders: Harlequins and Ynnari.

Fandrel.
The Tau Empire's fifth great expansion has brought to an Imperial world long sought by the Empire for it's mineral wealth. They arrive only to find that the world has already fallen to the Death Guard. Still intent on capturing this world the Empire has called for aid from the empire but will help arrive before the sons of Nurgle eliminate the invaders?
Expected Defenders: Tau Empire.

Grendel.
Advancing into the frontiers of the Tau Empire, the Death Guard fall upon the world of Grendel. This world lies within the sphere of influence for the Farsight Enclaves, a worthy adversary for the sons of Mortarion. If Grendel can fall, it leaves the Death Guard within easy striking range of several other Tau systems.
Expected Defenders: Farsight Enclaves.

Hell's Landing.
A tectonically unstable death world on the edge of the Cicatrix Maledictum. <information withheld by Inquisitorial mandate>

Miridian.
The Death Guard had successfully captured the world of Miridian from the Imperium. Typhus began to turn the planet into his own place of power from which to launch attacks upon Cadia. A few weeks after the Death Guard won the planet, they came under attack from a raiding force of Dark Eldar eager for slaves and to sow confusion.
Expected Defenders: Drukhari

Oblivion.
A dark world on the fringes of Blood Angel controlled space. The Death Guard have laid siege and have successfully eradicated the human defenders. A telepathic transmission has reached the ruins of Baal and the sons of Sanguineous have come to seek righteous vengeance.
Expected Defenders: Blood Angels.

Perditia.
A world on the edge of space protected by the Dark Angels chapter. Reports have come to the Dark Angels that the so called "Voice of the Emperor" is here and have come in full chapter strength to capture him. Shortly after they arrive, the plague fleets arrive in system. Cypher's old allies from the Fall of Cadia have come to answer his summons.
Expected Defenders: Dark Angels.

Sanctum.
The world of Sanctum was once part of the mighty Aeldari empire in the days before the Fall. Drawn here by their dark master, the Death Guard seek to defile this world sacred to the alien filth. The Craftworlds cannot allow the remains of their holy sites to be defiled and burst from the webway to stop them.
Expected Defenders: Craftworld Aeldari.

Susperia.
The Ruinous Powers are fickle and forever seek to prove their dominance over their brethren. Deep in the Eye of Terror, they draw their forces, pitting them against once another in a war of ideology. Forced to fight and die for the glory of their patrons the forces of Chaos battle in a war eternal.
Expected Defenders: Chaos Daemons, Death Guard, Emperor's Children, Thousand Sons and World Eaters.

Svartos.
The Death Guard have set up a base of operations on the volcanic ice world of Svartos. Their frequent raids into Imperial space around the systems protected by the Space Wolves has brought the wrath of that chapter down upon them. Among the lava flows and ice flats, the two ancient enemies do savage battle.
Expected Defenders: Space Wolves.

Tethys Ultima.
A barren dead world long forgotten by the powers of the galaxy. The Death Guard have claimed this lost world as a base of operations for their raids into the surrounding sectors. Little do they know that below them lies a vast Necron tomb. The construction efforts on the surface have triggered ancient defence mechanisms and the machines have begun to awaken, arming to destroy the interlopers on their ancient home world.
Expected Defenders: Necrons.

Wednesday, 15 February 2017

Updated Worlds of Battle


After recent changes to the "established" Black Crusade story in the Gathering Storm books I've decided to update the narrative war zones. More will be added as and when I play against specific armies. So here are those updated details. Enjoy.

Cadia.
The primary target of the 13th Black Crusade. Pacts have been made with the Despoiler and Typhus leads his forces against the Imperium. Here they face the might of the Imperium intent on defending the Cadian gate against the forces of Chaos.The war will not be easy but this will be the conflict that will see the fall of night across the Imperium.
Expected Defenders: Astra MIlitarum, Black Templars, Cult Mechanicus, Dark Angels, Grey Knights, Imperial Fists, Imperial Knights, Inquisition, Legion of the Damned, Sisters of Battle, Skitarii and Space Wolves.

Abraxes.
The world of Abraxes had already fallen to the Death Guard after a lengthy campaign. Space marines and guardsmen alike had fallen to Nurgle's gentle caress. It was then that the sorcerers felt a disruption to their connection to the Immaterium - the Shadow in the Warp! From the ruins arose a host of foul genestealers and from the void comes a terrible foe. The Death Guard have claimed this world and will not let the Great Devourer to take it from them now.
Expected Defenders: Genestealer Cult and Tyranids.

Bludhaven.
Launching an attack upon a lightly protected Imperial world the servants of Nurgle find that another foe has already taken the planet for their own. The Greenskins have decimated the planet and enslaved any survivours. The Death Guard deploy from space into the Ork lines fighting for the glory of Nurgle and their own wrath at having lost the opportunity to decimate this world themselves!
Expected Defenders: Orks.

Caseopeia.
A mining colony unlucky enough to lay in the path of Typhus' plague fleet. The traveller orders his legion to attack the Imperial mining facilities. Initially successful, the Death Guard then find themselves under alien attack from a superior raiding force of Eldar pirates. Forced into the desert badlands, Typhus must find a way to defeat the foul xenos if the Death Guard can seize the promethium supplies and return to their ships.
Expected Defenders: Eldar Corsairs.

Delphi Majoris.
Sometimes even the rival powers of the Warp have common interest. The newly risen Reborn of Ynnead have come to this once pristine world searching for some ancient and powerful artifact with which to upset the balance of power in the universe. In an unusual alliance, Nurgle has brokered a pact with Slaanesh, and the plaguefather has dispatched his favoured sons to stop the Aeldari before they can find the relic that they seek.
Expected Defenders: Craftworld Eldar, Dark Eldar and Reborn of Ynnead.

Devonia III.
A world in the Cadian subsector used by the Imperium as a munitions stockpile. The Death Guard have assaulted the planet in hopes of seizing those supplies for their own war effort. However, the planet is not as lightly defended as they had hoped. In addition to the Astra Militarum defence forces, Devonia is garrisoned by a force of Blood Angels marines who will not let this incursion go unpunished.
Expected Defenders: Astra Militarum, Blood Angels and Legion of the Damned.

Lelithar.
One of the first targets for the Death Guard in the vanguard of the 13th Black Crusade was the Imperial world of Lelithar. The Death Guard arrived and seeded the atmosphere with the virulent zombie plague. While the Planetary Defence Forces mobilized to fight the growing number of the dead, the Death Guard deployed to the surface many kilometers from the main hive city. Colonies were reduced to cities of the dead and the crops in the fields rotted to mulch. An astropathic call for help was sent. The Dark Angels chapter of space marines answered the call and began to deploy a company to the surface.
Expected Defenders: Astra Militarum, Dark Angels, Legion of the Damned and Sisters of Battle.

Miridian.
The Death Guard had successfully captured the world of Miridian from the Imperium. Typhus began to turn the planet into his own place of power from which to launch attacks upon Cadia. A few weeks after the Death Guard won the planet, they came under attack from a raiding force of Dark Eldar eager for slaves and to sow confusion.
Expected Defenders: Dark Eldar.

Susperia.
The Ruinous Powers are fickle and forever seek to prove their dominance over their brethren. Deep in the Eye of Terror, they draw their forces, pitting them against once another in a war of ideology. Forced to fight and die for the glory of their patrons the forces of Chaos battle in a war eternal.
Expected Defenders: Chaos Daemons, Chaos Space Marines and Khorne Daemonkin.

Tanis IV.
A protectorate world of the Crimson Fists chapter. Using the recent decimation of the chapter's homeworld of Rynn's World as a distraction, the Death Guard attack to sow chaos and to raid the chapter's stockpiles of munitions. As well as mopping up any remaining Ork resistance the traitor legion must also fight to defeat the Crimson Fist battle brothers present.
Expected Defenders: Crimson Fists, Legion of the Damned and Orks.

The Perdus Rift.
In the years before the launch of Abaddon's final Black Crusade, Typhus led his fleet into the Eastern Fringe on a crusade of conquest. The Warp drops them into the middle of the expanding Tau Empire and their war with the Imperium. Drawn to the fighting, the Death Guard seek to sow Chaos and destruction among the combatants.
Expected Defenders: Astra Militarum, Farsight Enclave, Legion of the Damned, Raven Guard, Tau Empire and White Scars.

Tethys Ultima.
A barren dead world long forgotten by the powers of the galaxy. The Death Guard have claimed this lost world as a base of operations for their raids into the surrounding sectors. Little do they know that below them lies a vast Necron tomb. The construction efforts on the surface have triggered ancient defence mechanisms and the machines have begun to awaken, arming to destroy the interlopers on their ancient home world.
Expected Defenders: Necrons.

Thule Ultima.
In the last days of the 41st millennium, the forces of Chaos descend upon all who may pose a threat to Abaddon's schemes for the Imperium. Typhus leads his forces into the Empire of Ultramarr, specifically a fortress world known as Thule Ultima. The Ultramarines mobilise to the defence of that world to halt the advance of Nurgle's favoured sons.
Expected Defenders: Astra Militarum, Grey Knights, Legion of the Damned, and Ultramarines.


Crusade Battles catchup

 It's been a few weeks since I last updated and in that time I have played a further three Crusade games. I am really enjoying playing C...