TRAITORS' FATE
Traitors' Fate is a campaign we are playing over the first few months of 2013. It combines rules from Necromunda, Battlefleet Gothic and Warhammer 40,000 to chart the fate of a world from the early stages of unrest and rebellion through to full scale planetary invasion!
For this campaign we decided to start with the rebellion, sending the world into disarray as it battles the unrest and enemies within, leading up to the point where the planet was on the brink of invasion by the forces of Chaos. As this would pit the forces of a burgeoning Chaos cult against the local defence forces in small skirmish encounters we decided to use the Necromunda rules set for this. The Chaos Cult would use the stats of a normal gang, and we would keep track of the members' experience in the usual way - so they could gain stat increases and skills along the way (we decided they would use the skill tables available to a Cawdor gang). When the Warhammer 40,000 games started we would 'average out' the increased stats and skills of the cult to represent the cult's extra abilities if they are used in 40K games. This way the cult would be a continuing prescence throughout the story of the campaign.
After the rebellion section was resolved, we would then shift our attention to Battlefleet Gothic rules and play games in space representing the initial encounters with Chaos forces, leading up to the full Chaos fleet entering the system and launching a Planetary Assault to land their initial forces on the planet.
The last part of the campaign would represent the planet's invasion by Chaos forces and subsequent escalation into full scale planetary war against the forces of the Imperium. In the end the campaign would dictate the fate of the world!
This campaign would be entirely narrative. So even though we would use various 'systems' to track our characters' and units' progress, experience and injuries, the storyline and therefore missions we would devise and play would be entirely dictated by the events that occurred in the games themselves, and we would create the overall storyline, sub-plots and characters deeds and downfalls as we went along. This also gave us lots of scope and freedom to invent new rules and generally make up cool stuff along the way.
With the general aims and structure of the campaign in place, it was time to get started!
For this campaign we decided to start with the rebellion, sending the world into disarray as it battles the unrest and enemies within, leading up to the point where the planet was on the brink of invasion by the forces of Chaos. As this would pit the forces of a burgeoning Chaos cult against the local defence forces in small skirmish encounters we decided to use the Necromunda rules set for this. The Chaos Cult would use the stats of a normal gang, and we would keep track of the members' experience in the usual way - so they could gain stat increases and skills along the way (we decided they would use the skill tables available to a Cawdor gang). When the Warhammer 40,000 games started we would 'average out' the increased stats and skills of the cult to represent the cult's extra abilities if they are used in 40K games. This way the cult would be a continuing prescence throughout the story of the campaign.
After the rebellion section was resolved, we would then shift our attention to Battlefleet Gothic rules and play games in space representing the initial encounters with Chaos forces, leading up to the full Chaos fleet entering the system and launching a Planetary Assault to land their initial forces on the planet.
The last part of the campaign would represent the planet's invasion by Chaos forces and subsequent escalation into full scale planetary war against the forces of the Imperium. In the end the campaign would dictate the fate of the world!
This campaign would be entirely narrative. So even though we would use various 'systems' to track our characters' and units' progress, experience and injuries, the storyline and therefore missions we would devise and play would be entirely dictated by the events that occurred in the games themselves, and we would create the overall storyline, sub-plots and characters deeds and downfalls as we went along. This also gave us lots of scope and freedom to invent new rules and generally make up cool stuff along the way.
With the general aims and structure of the campaign in place, it was time to get started!
GAME 1 - ARMOURY RAID
The cult has been roused to action against its Imperial oppressors! But to make any kind of progress they will need access to more weapons...
Our first game sees a daring attempt to break into and loot the contents of a PDF armoury.
Our first game sees a daring attempt to break into and loot the contents of a PDF armoury.
GAME 2 - Investigation
Shortly after the first game of the campaign, we decided to kick off some Inquisitor games too. Starting with a plot line that could later influence the course of the war on the planet.
This first Inquisitor game leads our Inquisitors to an orbital relay platform.
This first Inquisitor game leads our Inquisitors to an orbital relay platform.
game 3 - Prison break
The cult has weapons but now it needs hands to wield them.
To increase their forces they execute a daring prison break!
To increase their forces they execute a daring prison break!
GAme 4 - Tank Park
There is simply not enough manpower for an assault on the Administratum building, but maybe it can be demolished instead! This needs a lot of destructive power, and there is one ready source of that - the PDF's tanks.
Under cover of darkness the cult attempts some vehicle theft...
Under cover of darkness the cult attempts some vehicle theft...
Game 5 - Discovery
The Inquisitor storyline continues upon the orbital platform
Game 6 -Black shuttle Down
Who has managed to clamber from the wreckage? Who is the figure prowling through the smoke? And what secrets can be uncovered from the crash site?
Many questions need answers, and the search for the truth continues...
Many questions need answers, and the search for the truth continues...
Game 7 - Armoured Gauntlet
With their ill-gotten armour and firepower, can the cultists bring ruin to the Administratum?
Things are getting pretty serious as the rebellion rolls out.
Things are getting pretty serious as the rebellion rolls out.