The Liberation of Fuschal~Phase 8

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Battle Details

Date Commenced: 874.010.M31
Date Concluded:
Outcome: Ongoing
Sub-Sector: Kaerimon Sub-Sector
System: Fuschal System
Location: Fuschal


Forces involved in the Battle:

Loyalists Involved In The Conflict

Army:I-ARMY-3438

Army:L-VII-2023

Army:Q-KNT-5543







Traitors Involved In The Conflict

Army:A-MECH-6429

Army:L-XVII-2572

Army:I-ARMY-3365





Battle Summary

Since Loyalist forces had located and largely destroyed ritual sites around the Cloister Archipelago, it seemed increasingly likely that Norek Ull's plan to ignite the xenos obelisks ignite with unnatural power, thus rewriting physics across the islands of Fuschal, was unlikely to proceed as intended. Worse still for the traitors, a mixed force from the VIth and Xth Legion finally broke open the Larack Fortress, and reportedly slew Ull and his chief librarian, although it seems likely the uncontrollable eruption of Warp phenomena inside and around the fortress helped.

The were certainly reports of xenos involved in these last hours of the battle - not of the Obelisk-builders, who are surely long-dead, but of the duplicitous Eldar. No doubt they had been employed as mercenaries, and only now stabbed their erstwhile employer in the back. It's also clear to Imperial observers that by involving themselves only in the climatic battle as the disaster unfurled, any chance of the Loyalist Mechanicum capturing the obelisks intact, for study and use elsewhere, became impossible.

As for the obelisks themselves, whatever restraints their xenos builders intended had been overwhelmed with waves of deliberate bloodshed. The worst effects may have been limited to the Fortress, the islands closest to the fortress, and the waters surrounding them, but even as the xenos devices tore themselves apart, the planet buckled beneath, land crumbled into the sea, and gravitational anomalies disrupted the orbits of the Liberation Fleet.


Fuschal Mysterious Terrain - Phase Eight

Place 6 numbered objectives markers on the table, anywhere 6” or more from a table edge, and 12” or more from another objective. Roll d6 for the number that are Mysterious Structures.


1-2 - One Mysterious Structure 
3-4 - Two Mysterious Structures 
5-6 - Three Mysterious Structures


Roll a d6 to which objective markers are Mysterious Structures before rolling for set-up. Roll 2d6 for type of structure, if a unit is within the structure or moves within 2” of it.


2 - Moonpool - Underground tunnels and tidal channels opened by the seismic disaster. Either side may bring Reserves onto the table from the vicinity of the moonpool (2d6” scatter), and treated as if deploying from a vehicle.


3 - Void Shield Generator - One of the defenses installed by the Traitor forces. Counts as 3 Void Shields, with a radius of 12” from objective marker. Each shield has a AV of 12, and reforms after the Morale Phase on a d6 roll of 5+. Will not protect troops against the Unnatural Disaster results below.


4 - Transport Barge - One of the cargo vehicles docked at the island, or even a tangle of empty Munitorium cargo containers swept ashore. Buoyant enough to be a life-raft as the tsunamis sweep across the island, or sturdy enough to protect those within. Units within 2” may ignore the results on the Unnatural Disaster Table below. Otherwise, the structure provides a 4+ cover save, and a 6+ invulnerable save.


5 - Vox Array - An invaluable asset to both sides, as the loyalists make their final assault and the traitors try to hold them off for vital minutes. Units occupying a Vox Array may reroll all Reserves rolls, and the Array becomes a secondary objective for the remainder of the game worth 2VP.


6 - Submersible Dock/Landing Pad - The traitor forces attempt to escape the islands and scatter across Fuschal, no doubt to raise mischief later. One traitor infantry unit a turn can leave the table from this point. Each unit still above 50% that does so earns 1VP for the Traitor side.


7 - Collapsed Structure - Replace objective with Ruins, as gravitational ripples tear buildings and the crust apart. Any units in the building take 2d6 S4 hits, and must redeploy at ground level.


8 - Charnel House - The structure was used by the Word Bearers and their cultists, in the ritual to awaken the xenos obelisks.. Traitor marines and cultists gain Counter Attack when occupying the structure. Other units must pass a Ld test to enter, unless Fearless.


9 - Quicksand - Soil liquefaction as the quakes turn the geology of Fuschal against the combatants. All ground within 12” counts as dangerous. All buildings with 12’ take a single S9 hit as their foundations erode.


10 - Pulpits of the Ruinous Powers - From which the chaplains of the Word Bearers exhorted their deluded followers. Count as a secondary objective, worth 2 VP, for the rest of the game.


11 - Corposant Flare - Psychic energy burned off by the ritual and the death of uncounted thousands of innocent Fuschalese. All non-psyker infantry within 12” of the flare become vessels for the victim’s rage, and gain Brotherhood of Psykers and Smite.


12 - Teleport Homer - One of the few positions still stable enough for a teleportarium lock. Loyalists may deploy Terminator units from Reserves to this position, without scatter.


Unnatural Disaster - Seismic Upheaval

Suggested for the larger, multiplayer Apocalypse games. Each turn, choose one player a Master of Disaster, and rolls d3 + the turn number.


2-4 - Tsunami! - Walls of water sweep across the islands, wrecking terrible destruction. The Master of Disaster picks two objective counters. All infantry models and bikes within 24” of the counter, and standing at ground level, must make a strength test or be swept off into the canals, or be hopelessly tangled in debris. Jetpack infantry may make an Initiative check to escape the wave.


5-6 - Ruination - The planetary crust buckles and cracks as the obelisks alter gravity itself. The Master selects d3+1 buildings, including fortifications and massive fortifications. Roll on the Building Damage table for each, adding 2 to the result..


6+ - Total Collapse - Fuschal’s islands, already geologically unstable, sink beneath the waves, fissures opening underfoot and swallowing the combatants into the roiling abyss. The Master randomly chooses an objective marker. All non-flying, non-skimming units, objections, buildings and fortifications within 12” are removed, with no saving throws allowed. The area is now impassable terrain to all but skimmers, jetpack troops, and flyers.

Skirmish Reports

Skirmishes Added

(Press the CREATE button to lodge a single Skirmish report, do not modify the name)


Skirmish Designation Victor Opponent Outcome
The Liberation of Fuschal~Phase 8~1542969409 A-MECH-6429 I-ARMY-3438
The Liberation of Fuschal~Phase 8~1542969571 I-ARMY-3438 A-MECH-6429
The Liberation of Fuschal~Phase 8~1546047009 I-ARMY-3365 L-VII-2023


Battle Pictures

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