Saturday, 9 February 2013

Vanadian Campaign: Overview

Vanadian is a world in turmoil. Factions both within the Imperium and without are fighting to decide the destiny of this troubled system. The Vanadian Campaign is a narrative campaign for Warhammer 40k. It is intended to give some background context to your 40K games, and give a sense of story and meaning. It is not intended to add any difficult book keeping or be restrictive in any way.

The star system of Vanadian has been divided into a series of warzones, some have special rules to fight in them, and once they are controlled, they will grant special rules to those factions who own them. However there is no requirement to use these in your Vanadian games, and they can be adopted in part or in whole as it suits your temperament.

Similarly the factions fighting over the carcas of this once once proud demi-forge have been assigned codex's that fit their back story. Whilst we strongly recommend that when claiming a victory for a faction you use a valid codex for the faction, our opposition can be proxies in from any other codex or list.

The Important thing is to post results for your faction, results will be collated and at the end of each game turn, control of each region will be determined and factions will be informed of the bonus'es they have unlocked.

The Golden Rule is: Have Fun and post results!

The Strategic Turn


The game will be divided into Four Strategic turns, with each turn roughly equating to one month (or after enough Activity).

This is essentially a book keeping phase during which time the GM will update the Faction pages and list the bonuses each faction can claim in game.

So Whos winning?

Each turn the GM will open a turn thread and give a summary of activity in the system. The WarzonesThe system of Vanadian has been divided into war zones.
Warzones can relate to anything from an entire moon to a region on a planet to an industrial block of a Hive. Factions established in the war zone will compete against each other for possession of a Warzone. If your faction is not in a war zone already and you would like to invade it, there are two ways to invade it:
- win several games against a faction in that war zone to establish a beachhead; or
- Win a game and contact the GM with a Batrep (it is Narrative after all).

This is the only time you need to play an opponent with a specific codex. If you win, report the result and tell the GM you are going for control when reporting the result

Organising a Game


Organise a game just as you would a normal 40k game with one exception: pick a region to fight over.
At least one faction should be present in that region for the control to be calculated, otherwise the Game will be calculated as a Skirmish.
If you want to, set out the board with appropriate for that terrain, agree any rules you are going to apply from your factions rules for that turn. Then play the game.

All results count. Report them all.

Results will count for more if the codex is in the region you are playing over.

Posting Results


Once you have completed your game and have a result, post the result online here: this is an online form that includes help on how to fill it in.
This goes into a massive database which calculates the result. Control Games will gain control of regions; Skirmish games will make regions easier to take.
Results will be posted in the strategic phase.

Warzones


In the Vanadian System; there are:
- two Worlds;
- two Moons; and
- an Orbital Station

Each of these are divided into points of strategic interest. Special rules and current ownership for the turn will be posted into the Warzones Thread.

Factions in the Vanadian System


There are five factions in Vanadian, with considerable cross over in terms of codex, allowing for a lot of variation/Battle brother action. More info can be seen in the page for each Faction. The Factions are:
- Vanadian Bishopric (Ecclesiarchy)
- Vanadian CLI Division (The Du-Umvirates forces)
- Lord Blearggg, Lord of the Flies Vavoured of Papa Nurgle (Chaos and Dark Mechanicum)
- Vanadian Independance Movement (Tau Worshipers)
- Cabal of the Splintered Eye (The Cabal of Archon Azhad, Master of Wilderheim)

Thursday, 7 February 2013

Vanadian Campaign Background


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 Adeptus Mechanicus  and the Adeptus Terra. 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 leading up to the recent Damoclese Crusade, many of the worlds in the three sisters subsector had sucumbed 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. Vanadian stood appart, keeping true to the God Emperor.

When the Crusade rolled through the subsector, Vanadium was selected as the jumpoff point for Imperial operations to cleanse the Three sisters of Tau influence. The population swelled as Imperial Guard Divisions cycled through 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 the crusade faltered, the economic boom brought by its passage faltered with it. Imperial 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. The Three sisters subector had been left devastated by war, added to this the  loss of its civilian traffic the effect on the subsector was devastating.  Some worlds slipped back into the Tau sphere, many were left contested with neither side able to force a decision either way. Accross the Subsector, whether Tau or Imperial, the effect was the Same. The economy ws left in taters with little hope of recovery.

At the turn of 748.M41,  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 10th division of the PDF, the Tau were there to offer aid, both eonomic and millitay to help with the Generals coup.

So it begins...

Thursday, 10 January 2013

Vanadian II

Vanadian II lies just outside the mercurial zone. Its rotational period is measured in centuries. The sun side is an uninhabitable volcanic fury, the night side is occupied by a mining facility maintained by the arts of the Mechanicus. Heavily shielded thus facility houses crawlers which scour the surface for minerals brought up during the last night cycle. The facility consists of three parts:

Shield Generators

Terrain: Dense buildings, machinery.
Special Rules:

Posession: Possessor can choose to switch off the shield generators for a strategic turn. Any Game played on Vanadian II units with toughness value will take D3 poison wounds per turn as lethal radiations sleet through the warriors deployed. except Chaos Marines, who are designed for this.

The Mineral Accelerator

Terrain: Sparse buildings, Machinery, hills

Special Rules: See shield Generator; in Vaccuum, one wound counts as two

Posession: Possessor can bombard any location not on Vanadian II. At the begining of the game roll d6 on 4+ the accellerator is in proper alignment. Posessor gets a free lance strike once per game.

The Minoculum (Administratum Bunker)

Terrain: General buildings, Zone Mortalis

Rules:

Posession: Possessor can re-roll Warlord trait once and must accept second result.


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

Monday, 31 May 2010

Normandus Prime - Imperial Agri-World

++++Sniffer Sentinal patrol, GeoMarker Epsilon 3++++
'keep moving, try to get out of the valley to get a warning to base!' Sergeant Fretis screamed down the vox.

He turned his sentinel towards the xenos skimmer that had shredded his corporals sentinal like paper. 'Feel the light of the Emperors wrath xenos scum!', and thumbed both triggers on his control yoke. The hellstrike missile shot over the skimmer. However, the lascannon shot was true to the mark and struck the green vehicle squarely in the side of the hull. Fretis moaned as the kilojoules of energy from the beam of light was simply dissipated by the alien vehicles wave shield.

The skimmers turret rotated towards Sergeant Fretis's direction. 'Oh, throne' was the last words that came out of his mouth before the turret fired.
+++++++++++++++++++++++++++++++++++++++++

Normandus Prime was one of the key agri-worlds supplying much needed food to the forces and citizens of the imperium during the Damacles recovery. Due to the vast amounts of food that was required, extensive de-forestation was commenced across the planet. It was during the clearing of GeoMarker Theta 12 that one of the MegaCarver vehicles struck the half buried webway gate.

A week later the Ordos Xenos arrived, and a cordon was erected around GeoMarker Theta 12.
Two weeks later a message arrived from the depths of space for the inhabitants of Normandus Prime.

'Monkeigh, you have three days to leave this planet, or your ashes will be swept away by the wind'

Four days later, the Orion class battle cruiser 'Emperors Retribution' illuminated the night sky of Normandus when its engines went critical. The Endeavor class cruiser 'Indomitable Wrath' slammed into the city of 'Calvarados', killing everything within 8 miles of the impact site. Some say that the people there were the lucky ones.

A day later the Sword wind of Autarch Tirithon struck the major capital cities 'Cherbourgania' and 'Bayeux Prime'.