Saturday, December 8, 2012

The Battle of Corvus-Majoris

The battle of Corvus-Majoris:

Pre-deployment:


The fleet of the Crusade of Fire arrived in the orbit of the still lush-green world of Corvus-Majoris with all possible haste. Once all needed preparations were underway, preparing crews for combat, sensors sweeps of the planet, and other highly critical preventive measures, the proud Captain of the Acclivous Marines, Numa Chad, stands in the center of the his bridge. Men of the Imperial Navy, like children running around their parent, moved with all haste and determination to get this ship, and the surrounding fleet, ready for a planetary drop, ready for war.

It is not everyday, an entire chapter of the mighty Space Marines mobilized for war. For the Acclivous Chapter this is the first time in their short history of mobilizing all ten of their companies, all one thousand Space Marines. Numa stands proud, and rubbed his stubby chin. His bald head reflecting the myriad of lights on the bridge in the red lit room. His armor, one of the most powerful in the Imperium, bore none of the reflections of the light. The Acclivous chapter firmly believed in camouflage, proper military tactics and discipline, as the dull disruptive pattern of gray, browns and pale green of his armor indicates. His chapter does not take needless risks, and only acts in overwhelming force.

Others, more well established Space Marine Chapters, look down on his yet unproven Space Marines. Fewer still, are displeased with his unusual acceptance of adopting Imperial Guard tactics and training procedures. Some question his geneseed founding on nothing but Imperial Guardsmen; not their officers, not their commanders, just the grunts. Higher-ups on the chain of power question the wisdom of allowing them to keep all of their memories. His Marines still know their homes. His Marines still know what they are fighting for. His Marines are still soldiers.

“Lord Numa,” said a man in a tight tan uniform giving a sharp salute, “we are ready to drop. All Space Marines are in holding.”

“Understood. Be prepared. We will clear the landing ground.”

The officer, a Commander Marpol, noticeably twitches his check and upper lip, “Lord, if I may speak free-”. Numa interjects with sharp motion of his hand, “No. We will clear the field. Your boys will follow us.”

The Commander, a vet of many campaigns, knew full well not to press the issue any further, but he knew the younger officers are bristling in anger as these, Acclivous Marines for taking the lead of the Crusade. Everyone wants glory and treasure, but his 'boys' won't be getting any of it. Space Marines have multiple lifetimes to prove their worth, his men only have one.

Numa knew the Commander's worry, but he cares for the Guardsmen. Ribbons and medals are pinned for the dead. He will not allow a thousand men to die to aid in the advancement of one lieutenant. The Space Marines will clear the landing site, then the Imperial Guard will follow with the voice of thunderous cannons. The Tyranids will die from this planet and Sector. Numa smiles as he leaves the bridge, he will kill them all without sacrificing his boys, and by boys, he means everyone.

Thursday, December 6, 2012

Crusade of Fire Tyranid Edition


Hello all,

Making a campaign with the new Crusade of Fire that GW released. We are making the 'Nids the evil bad guy instead of chaos. We replaced the warp storm with a super shadow of the warp for the narrative. Below is my first draft, enjoy!


Crusade of Fire : Tyranid Version!
 
Additional Factions:


The Guard of Corvus:


After the fall of the Great Shadow, the major planets fell within the first century; Corvus-Majoris, Illias, and Junkatta. Without the connection of the greater Imperium, the sector could only sustain roughly seven billion people. And that is by the vast stores stockpiled on Alfrost which is dedicated to the Guard. Many Imperial regiments were order to abandon the said above planets, moving all fighting men and supplies to Alfrost. A great rebellion was fought for these arms and food by the people who were left behind. After the system-wide massacre, the few survivors succumbed to the temptations of Chaos. Over the Centuries, the Guard of Corvus trained and fought on every planet, with the goal to reclaim the system. Near the ending of the Great Shadow, The Guard of Corvus overthrew their military dictators in a velvet revolution forming their own newly Democratic government. After the fall of the great shadow, and the coming of the Crusade of Fire, The Guard of Corvus has a choice, surrender their hard fought freedom, or surrender to the Imperium of Man.


Tyranid Tendril 768-A “Kraken”:

It started with a wreck falling out of warp, it was small, almost undetectable. Within a few years of drifting, a Imperial Navy patrol intercepted the unknown craft. They were never heard from again. Within months after the search was called off, reports of genestealer activity on Illias and Savrap were recorded. The situation escalated quickly and a Space Marine Death Watch squad was sent to Savrap. The moment they landed the true terror began. All at once, a Great Shadow descended upon the entire system, all communication was instantly lost. This was something larger than just the 'Shadow of the Warp' experience of previous encounters with the Tyranids. This system was completely smothered; where a warp storm is turbulent and powerful, this shadow was dead waters and no wind. If a ship traveled through real space or warp, they couldn't move; they sat frozen until they lost power, and died. All attempts to pierce this veil has been in vain. Meanwhile, A small tendril of Hive Fleet Kraken, almost a millennium in time away, changes direction in the dark spaces between stars and began their slow advance upon the system...

Additional Rules:

A single flag can be placed into orbit of any planet. This flag represent your faction's fleet. It can move to any planet, and the player is then allowed to place only one flag on said planet. If a fleet is already in orbit, a 'force insertion' scenario must be played. The victor place their flag into orbit, and the defeated fleet must retreat to a planet without a fleet in orbit.

The Planets of the Corvus Sub-Sector:

Savrap:

This is a Tyranid world. There is no history how this came to be, or of what occurred with Deathwatch. All is known now is that seas of hormagaunts roam the continents. Bizarrely they are fighting among themselves, killing each other, digesting each other, and being born again to continue the carnage. To what ends, no one but the Hive Mind knows...

*Tyranid players always begin with one free flag on Savrap

Alfrost:

After the Great Shadow descended on the Corvus sector, the only remaining Imperial Guard Post is on this planet. The thousand years saw carnage on all other imperial worlds and have brought total destruction. Many refugees fled to this outpost and survive in a single colony deep within the planet's crust near the heated core. After being alone for a millennium, fighting off both Chaos and Tyranids, they have developed a fiercely independent society that may not want to fold back into the Imperium easily.

*Guard of Corvus always begin with one free flag on Alfrost

Illias:

Before the great shadow, this world used to hold over 400 billion people. The military might of this planet rivaled any in the Impeium where many of its people have fought heroically over thousands of planets for the Imperial Guard. When the shadow fell, this planet lingered on for only a few decades before the food ran out. Anarchy quickly spread. Only the wealthy, or the lucky, made it to Alfrost. Within a few centuries both Daemons of Chaos and Tyranid Genestealers spread over the planet in a never ending clash of small skirmish battles, with each side never gaining an advantage over the other. Miraculously, a small Sanctuary of the Sisters of the Ivory Blade still remains, defiantly fighting off all xenos, deamons, and mutants for more than 900 years.

*The Crusade of Fire always begin with one free flag on Illias.


Additional Scenarios:

Forced Insertion:

This game follows all the rules for an Annihilation game with the following modifications:

Deployment: The defending player deploys first by placing his forces anywhere on the board, and it allowed to place either one bastion or an aegis defense line for free after all terrain is placed. The defending player chooses any board edge to be their 'deployment' board edge. The attacking player is forced to place his entire army in reserves.

Reserves: The Attacking player goes first, and deep-strikes his entire army. The attacker may outflank with units that are allowed to do so but cannot infiltrate. Flyers may come in on turn one automatically; however, if they choose to do so all turret based/pintle mounted weapons have the interceptor rule for the first turn only.

Death From Below: Due to the engagement in orbit and defenses placed by the defending player's fleet, a forced insertion is a risky gambit for the attacker. All attacking deep striking units must roll a D6, on a roll of a 6, they are utterly destroyed with all victory points and secondary objectives awarded to the defending player. Flyers that choose to come in normally on turn 2 do not need to roll. Good luck!



Against All Odds:

On the planet of Savrap, on the highest coldest peak, the slopes are littered with ancient carcasses of hormagaunts, carnifixes, and tyrants. Deep pits of acid, trip wires fashion out of twisted bands of fibrous tissue, and booby traps of all sort scatter across the landscape. A lone Space Marines still stands. Untouched by corruption, and a powerful unending will, he fights on. His other comrades fell many centuries ago, he is hopelessly surrounded, and death forever at his heels...

This battle is fought on Savrap. This planet uses the modified Daemon world rules.

Roll as normal for deployment/first turn.

The game uses the living objectives rules, but there is only one objective: Captain Doug Monroe. He follows all the stats/rules of a Captain in the Space Marine codex. In addition, he has all the wargear and special rules of Guardmen Marbo from the Imperial Guard Codex. He always has preferred enemy Tyranids. The Tyranid player places him out of reserves, but the other player controls him.

If Captain Monroe is rescued, all Space Marines in the campaign has Preferred Enemy Tyranids, as the Captian, after fighter 1000 years, knows a thing or two about fighting Tyranids.

If Captain Monroe is captured by the Tyranids, then the Hive Mind will have completed their assessment on Space Marine genes and fighting style after spending a millennium meticulously studying them. With the Great Shadow now gone, Tyranids everywhere will be able to adapt to all Space Marines. All Tyranids from now till eternal will have preferred enemy Space Marines.

Shield of Faith:

This mission is fought on Illias. Roll normally for deployment/first turn. The player controlling Crusade of Fire/ Guard of Corvus is allowed to deploy two bastions and two aegis defense lines or a Fortress of Redemption in their deployment zone after terrain has been placed. Each bastion, defense line, or section of the Fortress, is an objective point. Who ever controls the most objective points (whether destroyed or not) wins the game. All core rules are in play (secondary objectives, infiltrators etc.)

Shield of Faith: The Sisters of Battle Sanctuary is the only untouched building on the planet. Clean of filth and corruption, the endless murals of the Emperor rally the hearts of all those who defend such a sacred site. Every Imperial unit receives a 5+ invulnerable save that is within the deployment zone of the Sanctuary (bastions/line or fortress) and they are stubborn. After years of fighting off the Tyranids, the weapons have been modified to fend off Tyranids, all weapon systems of the Sanctuary are twin-linked and cause rending!

Without Number: the Hive mind wants this planet and the Sisters of Battle so that the Hive Fleets can adapt to them, but they have proven unwilling. Every Sister caught has martyred herself with melta-charge tied to her waist and thus far, no bio-mass has been gained. With the fall of the Great Shadow, a massive Tyranid invasion soon followed. All Tyranid units removed from play may reenter the next turn via outflank.

Never Ending War: Genestealers have been fighting on this planet without the aid of the hive mind for generations. They all have the Ymgarl Genestealers ability to enter play, and may assault if they outflank.

The Red Terror: Throughout the ages on this planet, tales of a mighty red Mawlock that has somehow grew and survived on this planet. Indeed, every other hundred years the Sanctuary is attacked by this mythical beast where the victory is always deadly, and hard won. In every attack on the shine, the Red Terror is reported to have been killed, but it always seem to come back....again, and again. The Red Terror is a Mawlock with all the abilities/rules of the Death Leaper. It has a +4 Regeneration and causes an extra D6 hits in close combat! The Red Terror is deployed using the Terror of the Deep rules on turn four. However, the Red Terror causes d6 hits on each model (friend/foe)!


Tyranid Word (Daemon world Modification):


Poisons/gasses (Deamonic Possessions). As the Hive Mind is trying to developed the perfect swarm for this galaxy, the Poison/Gasses effect Tyranid creatures as well! Any models that dies with a possession counter or by a possession counter, creates Ripper Swarms like in the rules described in the parasite special character in the Tyranid Codex.


All One Mind: The Hive Mind presence is unusually strong here. All non-tyranid units must pass the Shadow of the Warp test. Also, any failed Tyranid psychic tests causes a perils of the warp test on every Tyranid psyker!

Slithering Earth (From Beyond the Veil): Instead of a unit of Daemons, D6 Ripper Swarms are placed. They were hoping for a quick meal.

Truely Mindless: All Ripper Swarms will attack the closest model, including Tyranids! They just want to eat!

Ignore Deamon Hunters, Sworn to the Dark Gods, Lord of the Daemon Worlds and Spirit stones.