Friday 20 July 2012

The Traitor General

Game 1500 points
Factions:
Tau H'Russ sept Codex tau empire
Lord Bleagh of the deathguard. Chaos Marines and Lost and the damned

The Tau H'Russ sept were sent to meet the traitor general Tensing in the ruinedminin settlement on the ash plains of the middle stuarts, a suitable ocation for a secret meeting. Unkown to the General and Shas'el Tarnera, The lords of Chaos had read the signs in he Warp. A successful deal between the Tau and the followers of the corpse god could strengthen the defences of the world and arrest its slide towards Nurgle perfection. The meeting must be stopped and General Tensing Killed or captured.

Setup
Tensing in the Center with the Tau Commander deep in negotiations. Armies deployed in Vanguard strike

By second turn, both sides had decided to execute the lord general, Chaos lord charged the general and his retinue, killing most of them, while the Tau commander, fearing the consequences of The general falling into enemy hands chose to Fire submunitions into the combat killing the remaining bodyguard. General Tensing fell to his knees begging for his life falling into the thrall of the chaos lord.



Vanadian

Vanadian lies on the half fogotten spur of the damoclese gulf transit trail, in the Three sisters subsector. It is a Civilised world, ruled by a co-regency world shared between the Mechanicum and the Imperium. General-Govenor Fostrop and Fabricator Krovius rule in a easy Du-umvirate The Vanadium system is an imperial strong point and an island of calm in a subsector drenched in blood. In the century leadin up to the recent Damoclese Crusade, many of the worlds in the three sisters subsector had sucummbe to the heretical philosopies of the Tau. Greedy govenors of the surrounding systems had fallen one by one to the false promises or outright conquest by the Tau. Vanaian stood appart, keepin true to the God Emperor. When the Crusade rolled through the subsector, Vanadium was used as a jumpoff point for Imperial operationsto cleanse the Three sisters of Tau influence. The population swelled as Imperial Guard Divisions cycled throuh the world on the way to the front. The Shipyards and star ports of the system were upgraded and fortified to cope with the huge increase in traffic.

As thecrusade faltered, the economic boom brought by its passage faltered with it. Imperil forces were pulled out to deal with Hive Fleet Behemoth, the Fleets left, and along with it much of the civilian starships which had supported it. Three sisters was left devastated by war, some worlds slippe back into the Tau sphere, many were left contested with neither side able to force a decision either way. With civilain tonnage leaving t he Subsector, the economy ws left in taters with little hope of recovery.

On Vanadian Prime, imperial citizens, much used to plenty, quickly found themselves subjected to Austerity. When Austerity became privation, the Citizens of Vanadian Prime began to protest.
Co-operation between forges began to break down. Indiviual magos started to hoard increasingly scarce resources for themselves, forges became insular, production began to suffer, there were even disturbing reports of clashes between the skittari of increasingly independant forges and even between Imperials and Mechanium.

Vanadians Troubles were only just beginning. Unknown to the du-umvirate, a small force of Tau had arrived. Invited in by the Traitor General Tenzing of the 151st division of the PDF, the Tau were there to offer aid, both eonomic and millitay to help with the generals coup.

Tuesday 8 May 2012

Wilderheim


Wilderheim

Basic Data
Stat Value
Name: Wilderheim
Segmentum: Eastern Fringe (Ultima Segmentum)
Sector: Tortuga Marches
Subsector: Spinward Abyss
System: Wilderheim
Population: 1 Billion Humans (est); feral orks; Dark Eldar
Affiliation: None
Government human independent tribal
System Govenor Arch-MagosTulius Varus (In Exile)
Adept Presence None
Military Primitive tribal alliances, traders passing through the area have reported aggressive dark eldar presence of unknown size.
Trade As an imperial world the systems primary export was as an agri world. Of The two habitable worlds In the system Wilderheim IV was a fecund agriwolrd and fulfilled most of the imperial tithe. Wilderheim III supplied mostly rare earths and a small amount of manufactured goods for export and tithe.
Class: Feral World:Mining World
Tithe Grade: Adeptus Non

Summary
Beyond the writ of the Imperium, The Wilderhiem System is an independent Human world, where the Humans have regressed back beyond the space age and can now no longer travel between the two habitable worlds. The system contains one other point of interest, A Stargate to the Webway capable of delivering Eldar Ships into the Goldilocks Zone. Long ago the worlds of Wilderheim came to the attention of the Archon Azhad, a Dark Dark Eldar noble who claimed the world as a hunting preserve.


Background
Wilderheim sits far out on the fringes of the galaxy, on the edge of a spray of stars linking two spiral arms in the Damocles gulf. Beyond Wilderheim Lies the Great gulf between spiral arms where star density drops to almost nothing.

The world was first charted by a Mechanicus explorator frigate seeking a new source of mineral wealth to make the Tortuga Marches spur economically viable. Finding little of economic worth the system was marked and a small survey settlement left behind on Wilderheim III to conduct a more detailed survey of the world. Two hundred years passed before the Administratum chose to site an Agri world] colony on Wilderheim IV. At the same time work began on terra forming the mining colony of Wilderheim III. No clear explanation has been found to indicate why there was a sudden interest in the world around this time. The world was flooded with teraformer enginseers, agri-workers imported from more populous worlds of the Tortuga Reaches, and Administratum officials to oversee it all.

For three millennia Wilderheim was counted amongst the demesnes of the Emperor, but it never archived any lasting civilisation and remained a marginal frontier world. Well away from any trade route and with nothing to recommend it as a destination,slowly and inevitably, Imperial Rule eroded away. The tithe fleets became more and more infrequent, the cities were abandoned and Eventually Wilderhiem was forgotten altogether.

By the time the greater warp gate was rediscovered by the Archon Azhad of the Dark Eldar, human civilisation on both worlds had regressed to a primitive state. Tribes of techno savages roamed the wastes between the ancient ruins of cities built by the Eagle God.

The Archon Azhad annexed the former imperial domain as a hunting preserve. Ork and Human populations would be managed to supply rest easy stream of slaves for the factories and pleasure pits of Comorrogh. The Archon discovery did not go without challenge, and like a gold rush, once news leaked of the Great Gate and the wealth of unguarded souls to be had, a rush began. The Archon Azhad defended his claim vigorously against all comers.

The Dark Eldar wars were brief and vicious, inevitably the human populations of both planets suffered in the crossfire. The last vestiges of technology were lost by the human population. The archon established his palace on Wilderhiem V in the ruins of the human capital and a hunting lodge on Wilderheim III.

Habitable Bodies
System Planet name Population Class Warzone Notes
Wilderheim Wilderheim III 100 Million Human (Est) Feral World Φ-λ Yes: Eldar; Dark Eldar; Necron Lost Imperial world. Desert
Wilderheim Wilderheim IV Unknown Feral World Φ-λ Lost Imperial world.
Wilderheim Altar Templum Abysal ext103 Unknown Wilderheim III: Orbital Port Facility Yes: Eldar; Dark Eldar; Necron Feral Servitors