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Wednesday, September 28, 2011

Battles Books!


Greetings from the Forbidden Zone!

Today I'm going to take a moment to talk about our new initiative and gaming policy involving our "Battles Books".  These tomes are weighty binders filled with presentation sheets and all sorts of material we might need while we visit each universe.  Pictured above are the Lord of the Rings Strategy Battle Game, Warhammer 40,000, Warmachine and Warhammer Fantasy Battle books, though visitors to the Wargate know there are quite a few more than what I could grab in that photo!

We've had a lot of time to get our methods down and the confusion around the table is shrinking, but there's still room for improvements.  One of those improvements will be implemented during the next campaign season, and will require all player armies to be "listed" in the Battles Books.

Let me explain what this means.  Each player will work with me on each game to create a list of units and statistics that will contain all of your units for each army.  If you're in the club then you've played with a player whose had one of these lists in their hand - it has the costs and descriptions of your units on one side and a tailor made summary on the other side.  Best of all, they are conveniently located in easy reach of everyone in the Battles Book.

This isn't a straight-jacketing of your options during a battle.  Far from it...most of your opponents here are going to know your units by sight after a few campaigns, so if you're gambling on folks just forgetting your unit capabilities then you're in the wrong spot anyway.  The only other thing that keeping your lists and statistics in a book where you have to flip back and forth is that your opponent may not know everything that's in that codex or army book - and will be trusting you.  We're going to do away with the second guessing and just rule that every army that takes the field must be "listed" in the Battles Book.

These custom lists are going to help you and your opponents out during battles so that we'll get fewer instances where players are challenged on statistics, special rules or point values.  Most of us continually use the same units over and over again, and modifying an entry for a one-off game or special mission is no problem since your codex or army book is only a few shelves away from the Battles Book.

So, to summarize:  before each campaign begins, your army list will have to be entered into the Battles Books. Unlisted armies will not be allowed to enter a given campaign.  This isn't a terrible restriction, and your position as a general is NOT being compromised by allowing others to see your units listed like an actual army.  We have been very lenient in the past, but we're done with all that.  Most large tournaments require your army list to be judged before entry, but in the case of the Wargate all we're doing is noting units.

Another good thing about this is that you will be able to allow other players to take the field with your standby armies with much less hassle.  This is becoming an issue, so one more obstacle to expediency will be nullified by implementing this policy.  I'll be badgering people to get their armies listed, so be prepared to lay your forces out to the Inquisitor!

As a reminder, we had a council session this past Sunday and laid out the wargame schedule for 2012.  In order to help galvanize projects, backgrounds and army lists, here's a reminder of the order of battle for next year.

  • Nov-Dec 2011 - Necromunda
  • Jan-Mar 2012 - Warhammer 40,000 and Warmachine
  • Apr-Jun 2012 - Mordheim and Lord of the Rings Strategy Battle
  • July-Sep 2012 - Warhammer Fantasy Battle and Clan Strife
  • Oct-Dec 2012 - Necromunda and Flames of War
That's all for now, so take a few moments and get your lists and models together.  Next time you visit the Wargate, a Praetor will probably be shaking you down for your army lists!!


Wednesday, September 21, 2011

Index Mardannon: A Brief History

A Brief History of the Mardannon Sector

            For five millennia, the Mardannon sector has been a bastion for the Imperium of Mankind.  In the wake of the 13th Black Crusade, the entire sector stands on the brink of annihilation.  Never before has war surged through the worlds here in such a fashion, and many believe this recent rash of conflicts indeed heralds the end of all things.  From the glittering spires of Mardannon Prime to the bloody wastes of Magnum Sierra, warriors gather in their thousands, preparing for the next day of battle.

            All is not lost, however.  The Imperium has a mighty and proud history, and many worlds will fight tooth and nail to preserve their future.  Across the sector, legendary tales are told of the Old Crusade, when the servants of the Emperor reclaimed the worlds of Mardannon for Him.  Faith is resurgent throughout the citizenship, invigorating their fighting spirit and sense of duty.  However, Mardannon sits close to the Eye of Terror, a region of space where madness and daemons rule.  The Men of Mardannon have already faced down many terrors already, but how many more wars can the Imperium withstand here?

The Old Crusade

            In the 35th Millennium, the High Lords of Terra decreed that a crusade be undertaken against the Ork tribes inhabiting a large area of space west of the galactic core.  This Crusade, led by Warmaster Polemides Mardannon, had the primary goal of reclaiming worlds lost to the Imperium thousands of years earlier while eradicating the threat of orks throughout the sector.  The Hallegen’s Gulf Crusade, as it was called, was an incredibly immense undertaking of ships and men, sending millions on a colonization mission across the stars.
           
At the forefront of the crusade came three Great Companies of Space Wolves.  Accompanied by several regiments hailing from the world Catachan, the combined forces of the crusade smashed almost all resistance in the sector, establishing a peace of sorts after twenty three years of fighting.  As a reward, most of the Imperial Guard regiments were given rights of settlement, and the sector was renamed after Warmaster Mardannon, who had perished during the battles at Urbanus Scapulare.

The powerful ork tribes of the sector were not as unified then as they are now, and offered little resistance to the crusade.  Orks once occupied most of the sector, but since then have been confined to a much smaller area of space.  Even so, many planets have orks hiding in the dark bowers, much to the chagrin of the Ordo Xenos.

At the same time, other important engagements occurred.  Though the Imperial commanders of the time did not realize it, there are documented encounters with known Tyranid life forms on many planets.  Though full scale war was uncommon, it is known to the Ordo Xenos that Tyranids did visit the Mardannon sector prior to the events at Tyran.  It is widely speculated that advance seeding was due to Tyranid infestation of certain space hulks in the area also at the time.

The Long War

            For years after the Old Crusade, Mardannon was troubled by intermittent wars with Xenos, but more worrying were the depredations of Chaos.  Abaddon himself has pursued an agenda in the sector, and cohorts of Black Legion rampaged through the colony worlds.  It was not long after stories of these traitor marines began to spread that the Space Wolves began to chase them down. 

            Companies of Ultramarines and Dark Angels arrived soon after, and a space marine Crusade was declared.  The Scorched Legion, a cohort of Abaddon’s Black Legion, began to cause problems for the Imperials, but the intervention of the Eldar at various points ultimately caused the Black Legion to fail in their mission - to fortify vital heretic positions throughout the sector with fresh troops and supplies.  The Eldar appeared so many times fighting aliens and Chaos it is surmised that Ulthwe Craftworld had to be in the sector at the time. 

            Eventually, the Crusade disbanded, but to this day the people of Mardannon honor the space marines of the Space Wolves, Ultramarines and Dark Angels chapters.  The Eldar of Ulthwe vanished, leaving Mardannon on its own for centuries.  Only the people of Mardannon remained to defend themselves, and thus the mighty Guard regiments of the sector were first created.

Holy Worlds of the Immortal Emperor

            The Orks of Magnum Sierra united in a massive Waaagh in the early part of the 41st millennium, subjugating systems throughout the subsector.  The Dark Angels returned to help stem the tide of orks, if only briefly before embarking on their ships and leaving the sector.  However, the orks were merely contained and not destroyed, and thus the Orkoid subsector of Mardannon was conquered by the greenskins.

            The Eldar of Ulthwe would return to Mardannon in the early 41st millennium as well.  Along with Rangers of Alaitoc Craftworld and hitherto unidentified Eldar marauders and Dark Eldar, these Xenos became more common during this period.  It can be surmised that this many Eldar were drawn to one spot because of the depredations of the Chaos Legions mobilized at this time.

            Foulest of the traitor legions, the Death Guard was at the forefront of the Chaos Armies during the wars in and around Mardannon.  An entire company of Death Angels space marines reportedly turned traitor and then disappeared into the Eye.  A sect of Khornate berserkers calling themselves Void Knights appeared, doing battle with the Eldar and subsequently being annihilated or forced to retreat to the Eye. 
       
            The Daemon Prince Kal’duraas, favored of Slaanesh, first grew to prominence during this period.  His Cult of Excess flourished on several worlds, and at least a company of Emperor’s Children Chaos space marines has sworn to do his bidding.  Kal’duraas’ fleet was broken by the Imperial Navy at the Battle of Kelphis, where the daemon prince was banished to the warp for two-hundred and forty-four years.


The 13th Black Crusade

      In the skies of every single world in the entire Mardannon Sector, a terrible and ever present reminder of the danger that exists to the Imperium soars like a malignant cloud in the heavens.  The Eye of Terror is clearly visible, and indeed, stretches across the entire sky of most worlds.  A multi-hued and vibrant phenomenon, there are many who are ignorant of what it truly is.

           To others, including the commanding officers of the Navy and Guard, it is the enemy’s territory clearly illuminated and demarcated.  While still thousands of light years away, the terror of Chaos is quite present throughout the sector.  Indeed, corrupted humans swayed to Chaos inhabited many of the worlds now claimed by the Imperium.

The Exparos Incident

            Since the Black Crusade began, there have been more than a few major battles and conflicts where the fate of entire systems and the well being of nearby worlds for hundreds of light years.  One such incident occurred after Abaddon’s defeat at Cadia, on a world called Exparos III.
           
            The Exparos system is in the Magnum Sierra subsector, the area of space where Imperial authority is almost non-existent.  Most of the worlds are held by aliens, notably a huge tribe of orks known as the Blackskull Goffs.  The Exparos system, and both its habitable worlds, remains extremely hostile to the Imperium.

            Agents of the Ordo Malleus predicted an unnatural warp storm would engulf most of the Magnum Sierra subsector, effectively sealing the Borengrad system off from the rest of the Imperium.  Borengrad is a major Navy battlestation, and the only place where Imperial power can be found in Magnum Sierra.  The nature of the warp storm was traced to a resonating eldar psychic power grid…which the orks inhabiting Exparos III had built their ramshackle cities on. 

As the orks gathered together, the latent psychic energy they produce in large numbers began to activate the alien device.  However, as no ork had an idea what was happening, no Imperial could profess to know how the device worked.  If it was not shut down, Borengrad may be lost to ork roks and hulks drifting through space, as no Imperial aid could traverse the dangerous storm if it manifested.

The Ordo Malleus acted bravely, and a small strike team landed on Exparos III and braved the ork city in a covert mission to find the eldar power grid.  After a long and grueling trek through the ruined underground alien city, the strike team managed to dissipate the artifacts energies and deactivate it.  As they left, they planted enough demolitions to bring down the ruins, collapsing the ork city and the unfinished gargant above the eldar power grid.


The Battle of Vogenheim

On Tetrazom Tertius, the capital city of Vogenheim had long been the bastion of Imperial might against an never ending tide of enemies.  However, centuries of warfare can only grind you down, and during the resurgence of conflict surrounding the Black Crusade Vogenheim was invaded by several outside forces all at once.

Traitor marines from the Alpha Legion and Emperor’s Children landed and began an orgy of destruction.  However, at nearly the same time the renegades descended upon the battle weary citizens of Vogenheim, two different alien forces also arrived to contest control of the capital city.

After nearly of year of constant fighting, the traitor marines withdrew, leaving the Imperials to fight it out with the aliens.  Though Vogenheim was not completely lost, it still is precarious.  Heretics, aliens and daemons prowl the streets, preying on the unwary.  Sections of the immense city are completely deserted for miles, the burned out ruins no longer worth fighting over.

If Vogenheim falls, then Tetrazom Tertius is lost.

The Battle for Tessina

The planet Tessina (Dasnia System, Acherus subsector) has produced many manufactured goods for the Imperial systems within its subsector.  Its four giant hive cites are positioned around a huge badzone, where the guilders say lay caches of hidden archeotech from the Dark Age of Technology.

Fighting erupted here when orks invaded one of the hives, but traitor marines from the Emperor’s Children legion took the opportunity to strike at a second hive while Imperial forces were diverted against the orks.  The Children made straight for the badzone, and departed the planet shortly after plundering the archeotech site located there.  Who can say what it is the deranged worshippers of the Prince of Pleasure sought there?

Fighting still rages in two of Tessina’s hives, with warped cultists and brutal orks controlling them.  Tessina is still under Imperial control, mainly due to lack of orbital support for the heretic and alien ground forces.  Imperial commanders are optimistic that with time, they will be able to purge the heretics and burn out the xeno infesting their world.

Staring Into the Eye

During the 13th Black Crusade, the Mardannon Sector War truly began in earnest once more, after a short period of relative peace.  In the short amount of time since Abaddon’s legions were repelled at Cadia, several traitor legions have begun to insinuate themselves on the Sector in an attempt to usurp Imperial control.  In Mardannon, it will fall to a number of individuals who are enlightened to the nature of the conflict, and who command forces that are able to make a difference.

            Imperial influence is spread throughout the sector, having at least a nominal presence in each system.  Almost every subsector has areas of turmoil, not even the most civilized sub-sectors are spared.  Various races and factions are at work in different areas of the sector, including several different breeds of xenos and even worse, armies of heretics.
           
            As the days march on, this volume will be populated with further records of the ensuing conflicts that will determine whether we can count the Mardannon sector as an Imperial sector, or whether it will be lost to the tides of the unbelievers.


Monday, September 19, 2011

Warband Briefing: Coven of Darkness

Coven
Of
Darkness

By Chief Scrivener Hannan


Mordheim, 1999 I.C.

In the ruins of the City of the Damned, a there are many cults that are feverishly devoted to their masters.  Possessed, Sigmarites and worse roam the streets in that hellish place, searching for wyrdstone amongst the ruin.  However, there are other treasures that can be found in the city – especially if you know what you are looking for.

A powerful vampire named Gabor Sandolescu has finally completed his century long search for a magical artifact of immense power.  He obtained the Scarab of Atekhramen in Khemri, and his necromantic powers have since increased tenfold.  Now, he has returned to the Empire, the place of his birth, after nearly two hundred years of roaming the expanse of the world.  He is intent on taking his place as the dark master of Sylvania, by destroying the other Vampire Counts!

Now, he travels to Mordheim with his followers.  There, they seek another artifact whose location they have divined by dark scrying.  The Eye of Tepoc, a magical ring created by the lizard-mystics of Lustria, can give Sandolescu the edge he needs.  He knows it is in Mordheim, and every night scours the city looking for the mortal who possesses it.  He must hurry, however, and find the ring before it’s taken from the City of the Damned!

The Vampire Sandolescu

            Nothing is known about Sandolescu’s past, save he was born in Sylvania and first learned how to use his vampiric powers by studying under an ancient and wizened Necrarch.  In turn, as Gabor traveled the world he taught necromancers and learned from dark wizards.  The Coven of Darkness is Sandolescu’s network of spellcasters and warriors sworn to his blood and magic.  The Coven’s power has grown with the vampire’s, and ghouls have begun to answer in droves to their magical calls.

           When his quest is completed, and he is possessed of both magical artifacts, Sandolescu plans to hide himself somewhere in Sylvania and devise powerful magics for dealing with his undead kin.  Perhaps with time, he will weaken their hold on Sylvania and raise an army of skeleton warriors to conquer the land.  Whatever the case for the future, it will certainly be more grim if the vampire obtains the Eye of Tepok.