Showing posts with label Campaign background. Show all posts
Showing posts with label Campaign background. Show all posts

Friday, 1 January 2016

The Quest for the Golden Phrogg



Well then, despite appearances to the contrary on this blog, our gaming group was very busy throughout 2015, mainly in playing a large GM'd campaign using the Inquisimunda rules. For those not aware, these rules are basically the familiar Necromunda set, but with additional gangs representative of the broad sweep of the 40k universe, meaning campaigns can be set anywhere the players like.

The campaign would be called the Quest for the Golden Phrogg (+10 interwebs points for getting the reference!) and be played every Wednesday night in the Warhammer World gaming hall. We set up a Facebook group (very useful for this sort of thing) and put the word out for participants. We were lucky to get a solid core of around five or six regular players and another five or six occasional players, and some really cool ideas for gangs.

GMing duties fell to myself, and I came up with a simple narrative and campaign structure. The action would be set in the Maelstrom, where the warp storm front has receded to reveal a string of systems known to void-farers of old as strewn with all manner of ancient treasures. Basically, the campaign would be a treasure hunt for Old Slann gold. I used an online Traveller RPG sector generator to create a hex map of the region, and came up with a simple system. Campaign rounds would each be played on a single world, with the gang who earned the most xp that round getting to choose which world to visit next having discovered some clue as to the final location of the treasure world. Each planet would use a different Treacherous Conditions table too, so each would feel like a different and memorable location.

To start out with we had a wide range of gang types, including Jon's Inquisitor warband (who would prove central to the story), Mike's Adeptus Mechanicus Explorators, Gadge's Noblists, Simon's Spyrers, Curtis's Tzeentch renegades, Evo's Squat miners, Owen's feral Guard kill-team, my own Rogue Traders and several others. As word got out of what we were doing we had a couple of new players join, including Nathan's Eldar, Mike with his Orks and Jimmy with his Void Pirates, and we had guest appearances from several others along the way.

Instead of cataloging every game over the six months or so, I've chosen a few representative pictures of some of the battles, which culminated in the discovery of the Slann Treasure planet and a very exciting final game. There was loads of fun and engaging story telling along the way with the factions all developing their own histories and rivalries and we made an effort to post entertaining in-character battle reports on the FB page each week. In particular, Mike, Jon and Simon were really great for this and I thank them for making a fun campaign even more so. So, anyway, the pictures...


Jon's Inquisitorial Warband sets out to find the first clues.

Gadge's Noblist hunting party stalk the corridors of an abandoned void station in search of clues.

A Kroot tracker hired gun working for the Rogue Trader Arcadius is attacked by one of the dangerous alien life forms that plague the entire region.

Evo's squats heard something about gold...

We wrapped the first campaign turn up with a multiplayer game set on a jungle death world and I made this beastie especially for the game (using the stats for a large dinosaur from the Rogue Trader bestiary). Seen here is the death of Jon's Ratling sniper... a fate that befell at least three Ratlings throughout the campaign!

Another Ratling bites the dust! This was another multiplayer game, in which we were joined by the talented sculptor Drew Williams who was on a visit from the US. The game was set in the cargo hold and an ancient relic vessel plagued by malfunctioning robots.

The Arcadius Rogue Trader landing party investigating some ancient ruins.

Curtis's Tzeentch Warband in search of forbidden knowledge.

Inquisitor Dirske leads his band.

An especially deadly Explorator sniper.

Simon's Spyrers were the scourge of early games but they took heavy losses in the second campaign turn and were forced to retire.

Jon's incredible Warband seemed to have a new conversion every game!

Mikes Orks joined us in the second campaign turn - being a veteran Necromunda player Mike soon caught up and his Warband became the skurge of the Maelstrom!

The Arcadius hired an alien bodyguard to keep the Rogue Trader alive, seen here investigating especially foreboding ruins.

Owen's feral guard clash with the Arcadius Rogue Traders in an abandoned space hulk.

And at last, the location of the Slann Treasure Planet was revealed and a number of warbands converged on an ancient temple, little realising that the Golden Phrogg was no priceless relic but something else entirely...

The scene is set for the final treasure hunt - we used th rule for Spikers and Floaters from the Rogue Trader alien flora chapter for extra old school madness!

Mike's Explorators.

Jon's Inquisotors.

Jimmy's void pirates.

Mike's Orks

(Not pictured, my own Rogue Traders also took part in the final battle).

At last, the Golden Phrogg is revealed!

Both Jon and Mike wrote excellent closing reports of the final game, so over to them...

Mike:

Warboss Ufthak Blackhawk couldn't zoggin' believe it.

He hadn't questioned the notion that had taken him away from the war-torn fields of Pellennor III and halfway across the galaxy. He'd gotten bored of watching thousands of greenskinned grunts doing his killing for him and just generally getting in the way every time he wanted a scrap. He'd wanted a new challenge, to go to fresh new worlds where enemies didn't soil themselves at the sound of his name and would actually give him a fight. So he'd rounded up a small group of ladz and had set off. And to be fair, he'd found what he'd been after: the first fight they'd got into, he'd zapped a hole clean through some humie nob and killed him stone dead. Princess, his beloved pet squig, had savaged some follower of the Skull God and bitten him in half a couple of weeks later. It had been a good laugh.

The entire warband had given a good account of themselves, really. Badgrub had turned into the best shot Ufthak had ever seen. His trusted lieutenant Mogrot Redtoof had earned the new name Brutesmasha after beating up two ogryns at once... twice. They'd repeatedly given the Skull God's boyz a kicking, had traded victories with the followers of the Clock God, and had embarked on several bloody wars against that yellow-bellied, pasty-faced humie Inquisitor and his rag-tag group of muties and other weird fings. He thought they might have killed a ratling: it didn't seem hard.

He'd never had an agenda other than finding fights and having them, and yet they kept coming up against the same groups, all apparently looking for the same thing. He'd fallen into the chase almost out of habit: if the others wanted something then it must be good, and that meant that he should have it as the biggest, toughest and orkiest ork around. Barty the warphead had always seemed to know where to head to next, and now he stopped to think about it Ufthak supposed that he should have questioned that more at the time. Barty had always been flighty and erratic, but he'd seemed more focused since they'd struck out on their own.

And then they'd ended up here, on this weird planet with its skies that blazed with baleful lightning, slogging through strange, volatile undergrowth. Barty had been growing increasingly obsessed that 'it's just up ahead', whatever *it* was, and then they'd seen it. A five-sided arcane-looking plinth ringed with shimmering, semi-translucent walls of force and inside... well, Ufthak had never seen anything quite like it. It had green skin, but was no ork that he'd ever heard of. Still, Barty was determined that they should get to it as quickly as possible, kill it and take its stuff, and Ufthak had no problem with that plan. Unfortunately, everyone else did.

As soon as they'd entered the clearing there were zoggin' humies everywhere, along with a few mutants and robot-fings. Luckily they were often fighting each other as much as they were with the orks, so everyone just ran for the weird plinth in the middle and had it out as they went. Ufthak took a hit from some fancy-dressed humie sniper, but he'd got back up again in time to see Mogrot batter some drugged-up fighting slave into unconsciousness. In fact, his boyz had made good progress, despite the weird reptile heads spitting fire at them on one occasion, but Ufthak could see that they weren't going to make it with much time to spare.

So he'd pointed at the shiny golden mask on the weird, fat, warty creature's face and had told Princess to 'fetch!'

His faithful squig had run off ahead of the others, bounded up the steps through the failing forcefield and had attacked the mask's wearer head-on. Ufthak had watched with a grin as the strange creature had desperately tried to fend Princess off... and then a dirty humie had shot his pet! Ufthak didn't think he'd ever been so angry, but he couldn't stop to grieve: there was loot to be grabbed, and everyone else was closing in. A lascannon shot had seemingly evaporated the weird creature but left its mask behind, so there were no more obstacles. Ufthak had rushed for the platform, but couldn't get a grip on its surface to haul himself up. Beside him he'd seen Barty, also frantically trying and failing to climb, trying so hard that he'd forgotten to even keep himself burning. And then Mogrot vaulted over all of them and straight onto the platform.

Ufthak had been watching closely, so he was sure of what he saw next. Some humie lackey had managed to get up there as well: Mogrot had swatted him a few times with his power klaw, then picked up the mask from where it had fallen.

'Mogrot!' Barty had shouted, his voice desperate. 'Throw it here! THROW IT HERE!'

But Mogrot hadn't listened to the frantic warphead. Instead he'd studied the mask for a moment, apparently transfixed, then had put it on his face. And then he'd seemed to momentarily grow to an enormous size, whilst simultaneously disappearing. Ufthak wasn't sure if that was possible, but that was what he'd seen the moment before the skies began to discharge lightning bolts so powerful that there was no standing against them. Everyone there, ork, humie or mutie, had turned to flee from the site.

So now Warboss Ufthak Blackhawk was somewhere in the middle of this strange, volatile forest with only Badgrub and Madsnik with him. His lieutenant was nowhere to be seen as a result of some seriously spooky goings-on, and his warphead...

Ufthak growled and set his jaw. He was going to have to have some serious words with Barty when he next saw him. Something about that ork wasn't right. Even more so than usual for weirdboyz.

----------------------------------------------------------------------------------------------

Far above, in a dark-hulled, dagger-shaped vessel, a chamber flared into light. There was a momentary drop in temperature and a blast of colours beyond the usual spectrum, and then a figure materialised. It dropped to its knees as the teleportation sickness hit it, and let out a low whistling sound through overlarge teeth and wide lips that were poorly suited to the purpose.

'Well,' the creature known as Barty the warphead said in Gothic, 'that was an experience.'

It looked up and pushed itself back to its feet with the copper staff that all weirdboyz carried, then tilted its head to one side curiously. It was being studied by two huge figures, dressed in thick armour plate but with their faces exposed. In general shape they looked like humans, but even the merest passing glance would reveal them to be the ancient warrior-breed of the Adeptus Astartes.

Or those who had once been Adeptus Astartes.

Barty looked from one identical face to the other and grinned at them, nodding at each in apparent recognition. 'Bazrat. Artemius.'

Two bolt pistols were raised to cover the smiling warphead.

'Prove yourself,' said the one tentatively identified as Artemius. Barty rolled its eyes and chuckled.

'Is that really necessary? In case you hadn't noticed, I'm not speaking the orkish language. Which let me tell you, is not the easiest thing to manage with this larynx.'

'So lose the shape,' Bazrat commanded.

Barty sighed. 'Fine.'

It frowned, an expression of extreme concentration, then let out a grunt of apparent pain. Slowly but surely, its features began to melt and change. The jaw narrowed and receded, the eyebrow ridge drew back into the face, and the head changed from being slung forward beneath the shoulders to sitting on top of them, with more of an obvious neck. The arms grew shorter, the legs grew longer, and the fingers and toes all lost their black talons. The eyes lost their red hue and changed to grey and, most noticeably of all, the ork's green skin changed and lightened to a pale tan well within the normal realms of human colouration.

Within half a minute, another Astartes was standing where Barty the warphead had been, still dressed in the ork's extravagant and now decidedly ill-fitting black-and-yellow outfit, complete with copper bells.

'Are we happy now?' asked Ovrahm, Chaos Sorcerer, leaning on the copper staff and regarding his fellow Astartes with considerable contempt. He worked his jaw a bit. 'Do you have any idea what it's like to be stuck in a shape that's not your own for months on end? Polymorphine is a hell of a drug.'

'You failed in your mission,' Artemius said flatly. 'You did not recover the mask.'

'I also ensured that idiot Dirske didn't get his hands on it,' Ovrahm snapped. 'That would have been a disaster of the highest order. Instead Mogrot Redtoof has been elevated to near-godhood, which while disappointing in many respects, is far from the worst outcome for us. He'll probably go and pick a fight with Mork, or something. Possibly Khorne, if he's feeling particularly stupid.'

'Your behaviour has been erratic,' Bazrat stated. 'Your language and mannerisms are... different.'

'Of course I've been behaving erratically, you pile of squig droppings!' Ovrahm snapped. 'You try eating the brain of a Tzeentch-damned warphead to get his memories and personality down, then spend the new few months trying to maintain a coherent performance to fool a particularly big and canny ork who's got a lieutenant that could probably tear you limb from limb if they see through the deception! It'll leave a mark!' He shuddered, remembering the times that Mogrot had seemed on the verge of growing that bit too suspicious. Redtoof had been about the most impressive specimen of an ork fighter that Ovrahm could remember ever encountering, or even hearing about. Without his power armour he had no illusions about how that fight would have ended, sorcery or no.

Artemius looked sideways at Bazrat. It was a momentary glance but Ovrahm caught it, and knew the significance. His brothers were debating whether to let him live.

The molten glow of his powers flared into life mere moments before Bazrat's bolt pistol discharged. There was no chance of the shell missing at that close range, but the sheer heat melted it so badly that its impact against Ovrahm's skin was no worse than if the other Astartes had thrown a handful of mud at him.

The impact of Ovrahm's white-hot fist against Bazrat's face was not as gentle.

Bazrat fell to the deck with a crash, only a smoking ruin where the front of his head had used to be. He might still be alive – technically, at least – but Ovrahm would deal with that later. Artemius had snatched his helm up from his belt and clamped it into place in half a second, but in doing so he'd let the sorcerer close the distance between them. Ovrahm swung his copper staff – still cool against his hand thanks to his control of his powers, as otherwise his feet would also be melting through the deck beneath him – and knocked Artemius' weapon from his grasp, then lunged for the other Astartes and caught him in a bearhug.

Artemius, struggled, but couldn't get away. With his power armour to enhance his already superhuman strength he should have been able to overpower Ovrahm, but the blistering heat from the sorcerer's body was already melting and fusing the servos and circuitry. In a few moments Artemius' armour would be nothing more than a ceramite suit, more of a hindrance to his muscles than a help. And in the meantime, Ovrahm's glowing body was slowly eating its way through.

Ovrahm felt a pressure on his back, then a faint hissing noise as superheated metal fell to the deck. Artemius had managed to pull his belt knife and had attempted to stab the sorcerer with it, with a singular lack of success. Artemius grunted, the first sound of discomfort to emerge from the black-visored helmet in front of Ovrahm's eyes. Then again. Then longer, the noise rising into a moan of pain. Gauntleted hands flailed at Ovrahm's face, pulled back in agony as the ceramite there began to melt too, then came back... then pulled away again, as the other Astartes began to thrash wildly and without purpose.

Ovrahm gritted his teeth and held on until the roars had died away and all that was left was a smoking husk partially encased in ceramite that had melted and flowed like wax. Then he released his grip and let his former battle-brother fall to the deck, and reined in his powers to return his body to its natural state. He looked from one body to the other, and noted with satisfaction that Bazrat hadn't moved. He picked up Artemius' fallen pistol and put two bolt shells through the remnants of Bazrat's head, just to be sure, then turned to head for the bridge.

Somewhere in his brain he could feel the presence of the warphead known as Barty, whose brain he'd eaten back on Pellennor III at the start of this scheme. This hadn't been expected. He hadn't considered the possibility that the psyche of such a powerful ork psyker might have lingering effects beyond the knowledge and memories that he'd gained through his meal. He couldn't deny, it had had certain effects on his thought processes. He'd found himself saying and doing things that he'd never intended to, things that he wasn't sure he even knew the meaning of other than the fact that they sort of made sense at the time.

Right now though, he had other things to concentrate on. The Golden Mask wasn't the only powerful relic in the galaxy, and next time he'd know better than to get involved in a scheme that featured him pretending to be an ork for months. Luckily, there were plenty more factions ready for a skilled Alpha Legionnaire to manipulate.

'Stay tuned,' he chuckled to himself, not quite knowing why. 'Stay tuned...'

Jon:

Dirske gave a hollow laugh. Orks! Orks had snatched the mask of the Golden Phrogg, while he lay, backside in the dirt. While Wyrm was pounded into the ground. While Bro'og clumsily failed to climb the altar. While Yerl failed to dominate the mind of the greenskin sprinting up the stairs. While Klegane was felled on the altar itself.

At least the Mechanicus force also failed to capture the prize - the temporary alliance had served its purpose to delay them. If Dirske couldn't possess the Golden mask, then no-one in the Imperium could! The orks would no doubt fail to understand it, would fail to maximise it's capabilities; the mask was better lost than in the wrong hands.

Dirske turned to his grimoires. A passage caught his eye. A sliver of an Eldar god captured in a glacier on a planet on the edge of the Eye of Terror. That is where he would go next.




Thanks to everyone who joined in the campaign, and if anyone wants to join in the next one (which Mike is planning to start in the next few weeks) please feel free to join us at the Order of the Golden Phrogg Facebook group!






















Wednesday, 22 October 2008

Patrol Drake – the story so far.

Patrol Drake currently holds the status of an independent, long-range patrol group operating under the direct command of Colonel Kane of the Jeriko Reach Imperial Guard garrison. The group has its origins in the earliest skirmishes of what is fast becoming a major uprising.

These first few battles were fought against renegade members of the Betheljinn hill tribes, generally in defence of an isolated condenser unit or similar low-value target. In many cases it was battle sisters from at the Abbey of the Desert Rose that responded first, their small forces bolstered by garrison troops billeted nearby. Drake fought in several of these early battles, soon coming to the attention of his superiors.

It was in response to the insurgents becoming bolder, attacking into the Mining Enclaves, that Drake was given command of his own section. This unit was still part of the garrison chain of command, forming part of A Company under Major Pholin, but within weeks was detached and given independent patrol status.

Patrol Drake now operates as a fast reaction and long-range reconnaissance force, providing intelligence and first-strike capability to the garrison HQ. Its members are provided with specialised equipment as a priority, having direct access to garrison quartermaster stores and external merchant channels.

While the fight against the insurgents is being fought by all garrison units across a dozen settlements, it is Patrol Drake that is at the sharp end of the action.

Thursday, 2 October 2008

Iridian Rangers - Unit History


9th Regiment Iridian Rangers – ‘Swamp Tigers’





A garrison regiment securing Jeriko Reachs lowland provinces.

The Iridian Rangers 9th were posted to Jeriko Reach a few years back as a ‘quiet’ posting and a reward for their long and hard fought service on the deathworld of Hang Sung during the Shikani Uprising.

The regiment, natives of a lush& verdant feral jungle world, had been originally sent to Hang Sung to put down a genestealer uprising.

Suffering initial heavy losses the regiment soon learnt to excel in jungle and night fighting and successfully destroyed the outbreak.

In one action the much decorated Cpt. Coppola led the regiments 3rd company in a viscous guerrilla action in the Chaing Hai methane swamps of the Tsai Chi province and earned the third company the nickname ‘Swamp Tigers’ due to their savagery in the fetid waters of the delta.

Coppola earned himself an Amethyst Aquila when he led the company’s ‘green men’ (so called because of their camouflage painted bodies) into the heart of a stealer tunnel complex to assassinate its Patriarch. Coppola is believed to have been the only survivor.

On return from the campaign all members of the regiment were screened and tested for genetic abnormalities (resulting in a 12 per cent cull of infected personnel) and declared fit for further active service.


One can only wonder if screening processes and summary cull were not stringent enough, did some of Coppola's men bring in an infection? Furthermore Imperial scholars question Coppola's hazy recollection of his return to Imperial lines, he was found delirious with mara-fly fever some distance from the tunnel complex which he had destroyed with melta bombs.

see file: HC5029b/Shikani/Methdelta/Coppola


Hero of the Chaing Hai pacification Cpt Jarl. Coppola

Photobucket
Photobucket

Sunday, 22 June 2008

Jeriko Reach Planetary Data


+++PLANETARY DATA+++
JERIKO REACH

SYSTEM: Jeriko

SUB-SECTOR: Hypercleon Ebb

SECTOR: Ios

SEGMENTUM: Ultima

EQUATORIAL CIRCUMFRENCE: 28,000 Miles.

GRAVITY: 1.15G.

YEARS AND DAYS: Jeriko Reach has no day or night in the conventional sense, but a dayside and a nightside. However, the world’s satellites frequently align in such a manner as to create a false ‘night’ on Dayside. The length can vary from a few minutes to many weeks, depending on the alignment. These eclipses are considered highly auspicious by the native population, and many festivals are centred around them. They also often herald increased periods of warfare between the various tribal groupings, and on extended nights, a certain anarchy even creeps into the settled towns where the adepts reside, making life difficult for the garrison and arbites.

SATELLITES: Mutiny. Cantanka.

POPULATION: 30,500,000.

MEAN SURFACE TEMPERATURE: +55°C.

TROPOSPHERIC COMPOSITION: Very little airborne vapour, so few if any clouds. Otherwise breathable. Very little atmospheric turbulence. Regions surrounding Honourable Imperial Mining Concern facilities may be subject to localised atmospheric pollution, so the Concern’s troops and senior officers wear rebreathers in such zones (a luxury not afforded the indentured miners).

GEOGRAPHY: Most of the surface is land, with a series of seas dotted around the surface. Some inland mountain ranges, and numerous craters caused in the planet’s distant past and preserved due to minimal winds. The seas have a complex mineral composition, and are toxic to most lifeforms. Processing stations exist along the coasts, but the liquid takes a lot of processing to make potable.

Further from the seas, the vegetation becomes more dense. Much of this is poisonous, dangerous or even hostile, and where thickest home to many carnivorous autochthonic lifeforms as well as creatures probably introduced thousands of years ago, such as wild grox. The most dangerous of these regions are referred to as ‘deathzones’, and are rarely entered.

Nightside is almost entirely unexplored, and even orbital surveys are rare. The Honourable Concern has attempted limited explorations, though these are seen as low priority as enough of the polyioxikon they mine exists on dayside. It is thought the majority of nightside falls into the deathzone category.

GOVERNMENT TYPE: Tribal monarchy

PLANETARY GOVERNER: Grand Exhaltant Salabad the Twenty-Ninth.

ADEPT PRESENCE: Low. Administratum in major settlements; Adepta Sororitas Abbey of the Desert Rose in mountains; Imperial Guard garrison; small Adeptus Arbites presence.

MILITARY: The Jeriko Reach garrison is the main military force, consisting of an Imperial Guard battle group, largely drawn from Mordant regiments following their actions in the war. This force has the task of maintaining the Imperium’s authority and guarding against the sector-wide recidivism that led to the last war. In emergencies, the garrison can be bolstered by troops from the Defence Volunteer Force, drawn from the ‘urban’ native population. This body is irregular and semi-professional, but has a long history of service and it is a great honour for a family to be called upon to send a son to war. The volunteers are loathed by the hill tribes.

The Devine Janissary. Salabad’s personal bodyguard. These warriors are the Grand Exhaltant’s private army. They undertake missions against the Salabad’s rivals and other tribal groups the garrison would rather not get involved with.

The Indentured Defence Corp of the Honourable Imperial Mining Concern. Offworlders brought in by the Concern to guard the mining enclaves.

Hill Tribes. The native hill tribes are highly warlike, and every male of fighting age is expected to take part in constant tribal conflicts. The Bethaljinn tribes are currently the strongest, and these have started raiding on outlying Mining Concern enclaves.

Adepta Sororitas. The Abbey of the Desert Rose in the Beylik mountains is home to a small force of Battle Sisters, but this has yet to fully recover following the war.

RELIGION: The natives worship the emperor as a distant and vengeful figure, though the Bethaljinn have recently started worshipping a figure they call ‘the angel’. To date, it is not known if this figure is a literal person or some personification of the emperor or one of his saints.

Indentured HIMC personnel are drawn from a range of worlds, and therefore worship the Emperor according to the dictates of a thousand different cults. A small contingent of the Missionarius Galaxia is attached to the Mining Concern to provide for their spiritual needs.

CLIMATE: Hot and arid on dayside. The lack of cloud cover is particularly uncomfortable for the troopers of the garrison, who being drawn from Mordant, a night world, must wear glare protection in the open. Nightside is cold, with a single glacier in the very centre.

SOCIETY: Grand Exhaltant Salabad’s authority is centred around the main settlements, and these are populated mainly by ‘urbanised’ natives as well as various adepts of the Administratum, Adeptus Astra Telepathica etc. Further from this centre society breaks down into ancient tribal groupings. The Mining Concern maintains small facilities called ‘mining enclaves’, which it administers largely as it will. The mining enclaves are unofficially considered ‘neutral ground’ where the rule of the Grand Exaltant is ill-defined and even the garrison is careful to operate.

WATER SUPPLY: No potable water exists on Jeriko Reach, and therefore every settlement must rely on its condensers to extract water from the toxic liquids held in the subsoil. These are common features across the world, though the hill tribes, which predate the authority of the Imperium, have there own, closely guarded, means of extracted water.

PRINCIPLE EXPORTS: A chemical compound called polyioxikon, used in the manufacture of low grade mass plasma transmission systems. The Imperial Mining Concern was incorporated at the end of M35 by an offworld cartel in order to exploit and export this material. Polyioxikon remains in demand, though the profits from the operation are not high.

PRINCIPLE IMPORTS: The garrison is periodically re-supplied when segmentum command remember they exist. The Mining Concern ships in machinery and personnel on a semi-regular basis. The Grand Exhaltant is known to maintain a zoo of exotic creatures, many of which are shipped in at exhorbitant prices from offworld. In common with many of the tribal leaders, he also maintains a large harem, and he is known to import Simulacra - artificial humanoids, to add to this. These particular simulacra, sometimes called 'joysims', have blue skin and white hair, and are considered amongst the finist expression of the genomancer's art - they are also highly elicit and only the likes of an Imperial Commander such as the Grand Exhaltant can afford them.

DEFENCES: The garrison forms the world’s primary defence. A network of automated surface to orbit missile silos was built during the last war to defend Jeriko Reach from planetary assault. These were never used, and the secrets of their operation are entirely lost. This causes some concern to Mining Concern and munitorum vessels as they approach the world, though to date, none of these automated defence missiles have fired.

OFFWORLD CONTACTS: Although Jeriko Reach is, on the surface an isolated frontier world of little concern to the Imperium at large, this makes it of interest to a number of other groups. Eldar pirates are known to operate in the Wilderness Space regions beyond the Reach, and these periodically raid the world. It is believed these pirates have recently undergone some form of civil war, and a new leader has taken control. This may lead to heightened activity. It has furthermore been suggested on several occasions that various representatives of the Grand Exhaltant’s authority have colluded with the pirates in highly illegal activity.

Many scavengers and looters have been drawn to Jeriko Reach in the years since the war, drawn by the promise of high value loot amidst the old battlefields. Some of these have established small settlements of their own out in the wastes, sheltering inside long burned-out tank wrecks and shipping high-value goods off world.

The small Adepta Sororitas presence in the Beylik mountains provides further links off world, though the sisters rarely interact with the population at large. The Abbey of the Desert Rose was almost entirely destroyed during the last war, and has yet to be fully rebuilt.

Sunday, 1 June 2008

Campaign background intro

The world of Jeriko Reach is situated on the galaxy’s northern rim, far from any strategically important worlds. Half a century ago, the planet, and the entire sector was ravaged by war as one after the other, the region’s worlds arose in outright rebellion. The Imperium’s response, though slow to mobilise, was brutal. The rebellions were put down in a crusade that lasted two decades and claimed the lives of billions. Jeriko Reach was just one battleground in this terrible war, and although decades have passed, the arid wastes are still littered with the remains of rusty warmachines and bones long bleached by the sun.

In the war’s aftermath, a small Imperial Guard battlegroup was posted to Jeriko Reach. This force was given the task of guarding against future uprisings against the rule of the Imperium. Although the garrison receives intermittent resupply, its commanders are largely left to prosecute this mission as they see fit.

Despite being so far removed from the Imperium’s interests, Jeriko Reach is an interesting place. Indentured workers mine the world’s only exportable asset – an ore used in the production of bulk plasma transmission systems. Salvagers and looters too are attracted to Jeriko Reach, drawn by the detritus of war to be found in the wastes. It is even rumoured that an intact, abandoned titan still stands, immobile, out there somewhere in the cratered wastes.

The world’s native population generally despise all outsiders, and the feeling is generally mutual. The garrison has its hands full maintaining what peace there is, periodically conducting punitive strikes against recalcitrant tribal leaders.

But now, those tribes are uniting, and the formally random attacks on the garrison’s patrols are becoming increasingly coordinated, and lethal. Some new influence is at play, and the Imperial Guard must face it alone…