Paradisum Mundi

From Australis Ultima 30k
Revision as of 22:27, 30 May 2017 by Ss cherubael (Talk | contribs) (Stratagems)

Jump to: navigation, search


Paradisum Mundi
Betalis IV.png
Former Eden World

Segmentum:

Ultima Segmentum

Sector:

Australis Ultima

Subsector:

Golloch Cluster

System:

Paradiso System

Class:

War World

Type:

Major

Betalis IV Map.jpg
'


Geography

Physics

Type Small iron/silicate

Mass 7.32 x 1823 kg

Density 8.94 g/cm3

Composition 50.9% iron, 19.2% silicon, 18.8% calcium, 3.5% magnesium, 3.2% other metals, 4.4% other elements

Gravimetry

Gravity 4.70 m/s2

Escape Velocity 7.81 km/s

Rotation Period 13.4 hours

Axis Tilt 40.81 °

Atmosphere

Type Slight Toxic Breathable

Pressure 775.64 kPa

Composition 77.1% Nitrogen, 20.9% Oxygen, trace other gases


History

Crusade

In the age before the coming of the Imperium Paradisum Mundi was an eden world, perfect in every respect. Originally terraformed by pre-imperial colonists, most probably as a recreation world, in more recent times it has seen intense fighting that has severely damaged the planet. Paradisum Mundi is now the antithesis of its former self; once lush woodlands have been reduced to ash piles by atomics, oceans that teemed with life have been scorched from the surface leaving endless bone yards stretching to the horizon broken only by twisted reminders of the planet's past glory.

The secret of Paradisum Mundi’s splendour; the terraforming archeotech hidden below the planet’s surface is now the prize for whichever side manages to wrest control from the other. These ancient relics are hidden kilometres below the planet's surface in enormous vaults where they can draw endless geothermic power. This technology is far beyond anything the Mechanicum currently understands, however ancient records show that Paradisum Mundi was a barren rock before the machines set to work. They have the potential to mould any world to the will of their controller provided the secrets of the machines can be harnessed.


The War for Paradise

Now that war has once more returned to Paradisum Mundi, both sides have deployed their most powerful engines of destruction to the dust bowls of dead oceans crushing the twisted remains of the once verdant world underfoot, while small insertion forces have made their way below the surface into the vault network, fighting brutal close quarter skirmishes and holding onto every inch of ground and scrap of archeotech.


How Do I Take Part?

Setup an Aus30k account for your army, find someone to play and choose a game type from the list below, all of these have been formulated to simulate the fighting on Paradisum Mundi. Once you’ve played your game, upload a skirmish report here!


Suggested Games

To simulate the brutal warfare that has overtaken Paradisum Mundi we suggest that you choose one of the game modes below, however you can play any type of 30k and count it towards this month’s campaign.

Apocalypse Now!

The fighting on the surface of Paradisum Mundi is some of the most brutal and destructive recorded during the 2nd Golloch War. Both sides deployed vast resources in an effort to take control of the terraforming archeotech hidden below the surface.

- To simulate these titanic clashes we suggest playing games of 5000 points or more per side, the bigger the better!

- Both sides should have access to superheavy war machines, knights and titans were deployed in large numbers during the conflict and should be a mainstay for any army fighting on Paradiso Mundi

- Use the below points of interest as well as the warzone traits.


Centurion/ ZM in the Vault Network

The underground vaults that house the terraforming archeotech stretch under the surface of Paradiso Mundi. The vault network can be represented by playing either ZM or Centurion games. Additionally use the points of interest for Paradisum Mundi, and the Vault Network warzone traits.


Warzone Traits

Surface Traits

- Unexploded Ordnance:​ The surface is littered with relics of past battles, in any game where objectives are used, roll a D6 the first time they are captured each battle. On a roll of 5-6 it turns out there is more than an objective point. Place the large blast template over the point and scatter 2D6”, everything under the template takes a S6 AP4 hit.

- Rad contamination:​ Any infantry unit not wearing hardened armour (or worse than 2+ armour) or not in a transport gains a rad counter each turn they are on the battlefield, once the rad counters equal the unit’s toughness value every model in the unit must take a toughness test each turn before the movement phase. A failed toughness test causes a wound with no armour, cover saves allowed. For every counter over a unit’s toughness value, impose a +1 penalty on the toughness test.The radiation counter is accrued at the end of the player's turn.

- Superheavy duels:​ In games where players are using superheavies, these units must attack opposing superheavies before other units if they are in range and able to do so.

- Superheavy reserves​: Due to the toxic nature on the surface of Paradisum Mundi only the most heavily armoured units are able to survive for long periods. As such any force operating receives a single extra Lord of Ward slot on their force organisation chart.


Vault Network Traits

- Use the hardcore ZM rules for all ZM and Centurion games played inside the vault network


Points of interest

On top of the previous missions being played out, the Loyalist and Traitors alike are seeking out further information about the Golloch Cluster and specifically the archeotech terraforming facilities below the surface of Paradisum Mundi.

In games set during Paradisum Lost, you may use the Points of Interest system! Before each Age of Darkness game roll a D6 (D3 +1 for ZM games), and place that many 'Point of Interest' markers. These should be 25-40mm in size. Once a unit ends their movement phase within 1" of one of these markers, roll a D10 and consult the chart below.

NPCs - Some points of interest aren't merely traps or information, some are living humans who have to be kept safe and extracted off world. These characters will join your party, they all have the 'Independent Character' rule and can join your units. These NPCs do not cost any points and can be used in the campaign until they are slain at which point they are removed from your army list.

Explorers - Vigilators, Legion Recon, Militia Recon, Strategos - these units along with any unit equipped with an augery scanner may choose to roll 2D4 on this chart instead.

Stratagems

- Radiation Suits: 1 stratagem point: At the end of the player's turn roll a d6, on a roll of 3+ a radiation counter is not accrued by the unit equipped with the radiation suit. If the roll is ever failed the suit is considered to have failed and the save can’t be repeated for the rest of the game.

- Jury Rigged Void Shield: 2 Stratagem Points: Allocated to a single super heavy vehicle. This stratagem confers a single AV 12 void shield that regenerates if destroyed at the end of the players turn on a 4+. If a 1 is rolled the void shield generator explodes inflicting 1 automatic haywire hit on the vehicle. This hit ignores special rules that ignore haywire such as those possessed by titans.

- Machine Killers: 2 Stratagem points: Allocated to a single super heavy vehicle equipped with a D-Weapon. The unit may add +1 when rolling to damage an enemy super-heavy on the D-weapon damage table (1 Use only and must be declared before the shot is fired)

- Camo netting: 1 Stratagem points: Can be bought for any superheavy vehicle, as long as this vehicle doesn't move or fire any weapons it gains +1 to its cover save

- AT Mines: 2 Stratagem points: Place D6+1 mine tokens (28mm base works well) these can be placed within your DZ or No Mans Lands, these have the profile of a melta bomb and are set off if a Vehicle moves within 3 inches of them. Immediately resolve the hit against the closest armour facing (hits automatically).

- Expert Crews: 1 Stratagem points: Can be purchased for any vehicle or super heavy (+1 Strategem point); the vehicle may fire overwatch shots with any weapon as long as it is S8 or less and not a blast weapon.

- Reinforced Fox Holes: 1 Stratagem points: Add +1 to the cover save afforded by any piece of battlefield terrain, this cannot be used on fortifications you have purchased for your army.

- Titan Hunter: 2 Stratagem points:Can be purchased for any non-superheavy vehicle unit. This unit may reroll hits and penetration rolls against superheavy vehicles.

Campaign Reports

The Second Golloch War
Golloch Ribbon.jpg

Prelude to War

The Golloch Cluster is a nebulous region of space containing thousands of ..→

Battle Reports

Battle Name Date Planet Battle Outcome Battle Summary
Paradisum Mundi~Before The Storm 441.009.M31 Paradisum Mundi Traitor

The three tanks moved cautiously through the radioactive ruins - around them the buildings had melted like wax, and were so encrusted with ash that they more resembled strange rock towers than ..→

Paradisum Mundi~Breaking The Wall 485.009.M31 Paradisum Mundi Traitor

"The Seventh have already fortified it."

Mortarion's envoy was brusque and to the point, which suited the Mechanicum well - they too had no time for flowery diplomatic language, or the other ..→

The Second Golloch War~Paradisum Lost 416.009.M31 Paradisum Mundi Traitor

June - The Loaded Dice

Now that war has once more returned to Paradisum Mundi, both sides have deployed their most powerful engines of destruction to the dust bowls of dead oceans crushing ..→

Skirmish Reports

  • defeated L-XIII-4737 a Traitor gain.
  • L-XIII-4737 defeated Alpha Legion a Loyalist gain.
  • Suspected Alpha Legion defeated L-VII-2023 a Traitor gain.
  • Iron Warriors defeated L-VII-7184 a Traitors gain.
  • L-XIV-3076 defeated L-XIV-6515 a Loyalist gain.
  • L-III-8103 defeated L-X-6344 a Traitors gain.
  • L-X-6344 defeated L-XIV-3076 a Loyalists gain.
  • L-XIX-1853 defeated L-III-5010 a Loyalist gain.
  • L-III-5010 fought L-XIX-1853 resulting in a standoff.
  • A-MECH-0582 fought Custodes resulting in a standoff.
  • I-ARMY-1325 defeated L-VII-2023 a Traitor gain.
  • L-XIV-4268 defeated Solar Auxillia a Traitor gain.
  • L-X-1366 defeated a Loyalists gain.
  • A-MECH-1524 defeated L-XIV-4268 a Loyalist gain.
  • Q-KNT-1481 defeated A-MECH-1524 a Traitor gain.