Sunday, 24 August 2008

Native Dwelling terrain

Here's a building I made last week, and we used it in a game a couple of days ago (battle report to be submitted as soon as).

It's my first go at a native dwelling, made in a vaguely middle-eastern style but 40k'd up with bits from GW's Cities of Death building kits. The basic structure is just foam card, and the next one I do will be a more complicated shape. I plan to make a load more so we can set some games out in the native areas, as most of our games so far have been set in the mining enclaves of the Imperial Mining Concern.



Front

Rear (note suspicious graffiti as noted on recent patrols and reported to garrison HQ).

Characters of the Reach

Here're a few of the odd characters that populate Jeriko Reach and will be making an appearance in the campaign at some point. We have a bunch more to come, including some civilians from West Wind Productions 'Chaos in Cairo' range to populate the native settlements, and more Rogue Trader era bits and bobs for the games in the Mining Enclaves etc.






A team of inspectors from the Imperial Mining Concern. (Heresy Miniatures 'Sci-fi Tax Inspectors').



An Officio Munitorum Field Notary attached to the Imperial Guard garrison. He'll be keeping a close eye on the garrison's ammo expenditure, and may even demand to accompany Corporal Drake and his section on a mission in the near future...


A Psykana Operative, attached to the garrison. She may be taking to the field soon too, as the garrison will be needing all the psychic support it can get against the uprising's mysterious leaders. (in-game we may count her as a Wyrd for hire). (Aberrant Games Dravani Human Form).


A freelance chirogeon.



A freelance Squat engineer and his bodyguard, no doubt come to Jeriko Reach in search of valuable scrap left over from the last war.

Tuesday, 12 August 2008

Illegal Aliens...

Data Capture Assessment

Source: Public Order Auger System – Augustine’s Regret (AR) (Vid file:02129)

Visual Image Ref:999880 (VF:02130)


Four unknown armed humanoids possibly xenos enter AR and approach militia unit Charlie 7 zero (Mission: Secure Recovery assignment 99879b)

Later data capture shows evident hostile intent and wargear of alien origin.

(at this point the unknown assailants appear to be cautiously approaching the militia patrol with drawn weapons)

Visual Image Ref 999885 (VF:02131)


Visual feed shows a short and bloody fire-fight where the patrol are gunned down by rapid firing semi silenced projectile weapons - at this point audio probes detect a distress call from patrol Charlie 7 Zero.

Subsequent visual feed is intermittent and scrambled (possibly interference from a high power xenos vox-caster unit) however auger#38987 reveals definite evidence of xenos equipment in use by the raiders before it is disabled by an explosion (tactical evaluation suggests this may be a frag charge from an imperial launcher given the distinctive audio signature).

Assessment ongoing, current threat level intermediate – advise all stations raise alert state to Jade

And away from the table….

In layman’s terms we played the Necormunda ‘stand off’ mission.

An imperial patrol had been sent to liaise in a secret mission with a notorious ‘free trader’ on the behalf of the governor.

The Firehand’s Grey Legion had been tipped off that this known smuggler would be in the area and had decide to see if they could steal away the prize before the imperial forces got there and hold it to ransom, unfortunately both parties arrived at the same time and a ‘stand off occurred in the town square.

As both gangs faced each other the eldar’s nerve broke first. They unleashed a flurry of fire from their shuriken weaponry decimating the guardsmen… as the guard called for back up and panicking citizens fled the area the eldar rear guard moved in to secure the area.

The guard back up team, moving in to evacuate their buddies, walked more or less into wholesale slaughter, rarely managing to mass enough fire power to pin the well equipped xenos. A well placed shot from a guardsmen felled one of the aliens but on the whole the weight of fire was simply too much and the Imperial forces bottled out leaving the field to the alien raiders.



Thursday, 26 June 2008

Gangfight results

Following the ‘Gangfight’ battle (Firefight at Asakhim Valley) between the cult and the garrison, the campaign stats are as follows.

We played with 700 credits worth of troops each (counting starting values, not including earned advances etc). The result of the game was a win for the garrison, the cult fighters eventually failing a bottle roll. Neither side lost any ‘characters’, so none of the models taken out of action had to roll on the serious injuries table.

The Cult controls the following territory:
Old Ruins
Holestead
Old Ruins
Slag

After income and rolls on the Rare Trade chart, the cult gained a red dot laser sight and a set of infra goggles. It has 108 credits left.

The Garrison controls the following territory:
Settlement
Slag
Mineral Outcrop
Settlement
Settlement

After income, and a roll on the Rare Trade chart, the garrison gained a hot shot laser pack. However, their grenade launcher exploded during the game and had to be replaced (130 credits), leaving the garrison with a disturbing 1 credit left in the regimental kitty!

Experience points earned Corporal Drake a roll on the advance table, which resulted in +1 BS, and the grenade launcher specialist gained a roll too, which gave her +1 WS.

Firefight at Asakhim Valley




+++CONTACT REPORT+++

On this day a patrol from A Company led by Corporal Drake encountered a small force of Betheljinn hilltribe fighters at the head of the Asakhim Valley in an area strewn with wreckage from the war, and heavy in naturally formed craters. The tribesmen were obviously hostile, and a firefight ensued. Drake’s patrol repelled the enemy with no serious injuries suffered by his force.



Although the contact was barely noteworthy in scale, it brought a serious concern to the fore. The same leader faced during Drake’s rescue at the New Minehead mining enclave accompanied the enemy. This individual is undoubtedly touched by the warp, and appears to in possession of prodigious witch powers.



During the battle, both sides had to be wary of the native fauna, notable a Jeriko belching toad and a pair of stragglehoofs. One of the later actually attacked and seriously wounded a tribesman during the fight. Drake reports that the enemy leader then exerted some form of mind control on the stragglehoof in an effort to steer it away from his men.

The enemy put up a sterling fight before withdrawing in good order. Drake’s patrol paused to regroup and treat what injuries had been suffered, before continuing the patrol of the Asakhim valley. The remainder of B platoon is standing to as a rapid reaction force should Drake encounter greater numbers of the enemy further up the valley.

The Emperor Protects

Addendum to report: During the night Drake reported a sighting of what may be an Eldar vessel passing low over the Asakhim-Narawa Pass. Staff meeting to be convened.

+++END+++

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.

Saturday, 21 June 2008

Corporal Drake finished



Here's Corporal Drake, as he was first made as a captive, and later on after he escaped. I've used the same head (West Wind Productions 'US Bare Heads' blister) and tried to keep the paint scheme consistant.

And here's a shot from behind showing how the hands were done. The manicles are just greenstuff.