The Liberation of Fuschal~Phase 7
Forces involved in the Battle:
Loyalists Involved In The Conflict
Traitors Involved In The Conflict
With the situation on Empusa reduced to scattered Traitors, entrenched pockets of resistance, and an apocalyptic firestorm, the Liberation Fleet to return most of its attention to the ongoing problem of Fuschal. Such forces as they had managed to land on the more important islands had been firmly repulsed, or kept constrained by unexpectedly heavy resistance. However, this was about to change.
At approximately hour 53:00 of the Liberation (marked from the ingress of the main fleet) a highly unexpected development among the traitor Astartes on Fuschal was observed, and unusual vox traffic intercepted.
While mortal troops were ordered to redouble their efforts, many of the enemy Legion troops were suddenly mobile. Word Bearers abruptly redeployed towards the eight salvation bunker complexes around the Cloister Archipelago and to the Larack Fortress. Troops from other Legions, and the more valuable Mechanicum units, abandoned their positions and attempted to get as far away from the islands as possible. Given the domination of orbital space by the Liberation Fleet, most of this redeployment used the larger ocean-going vessels, high-speed suborbital aircraft, and an unknown number of submarines.
Tylas 7-Rheen, Arch-Prognosticator for the loyalist fleet, hypothesised that the enemy had realised they would not be able to maintain their resistance for long. His projections inferred some weapon of vast destruction that would destroy the Loyalist troops. Logically, the cost to the civilian population and production infrastructure was irrelevant - indeed, would be desirable from the traitors point-of-view, if the the situation in the Fuschal system was now so untenable.
This scenario would certainly explain the efforts by the Death Guard, traitor blackshields, and Ordo Reductor Cohort Cygnis-Gamma-8 to leave the area as swiftly as possible, if they had become aware of the Word Bearers intent. But what kind of weapon did Norek Ull have prepared?
It was the arch-magos’ third grafted clone neocortex that drew the necessary connections between the failed assault on the Larack Fortress, ritual symbols painted in red mercury and less pleasant substances in the tunnels underneath the crowded cities, and certain records pertaining to pre-human structures found on many of Fuschal’s islands. One report came from detachment of Imperial Fists, encircled by enemy troops and taking shelter at the former location of one such obelisk. As casualties mounted and they attempted to escape via subterranean passageways, they encountered dangerous warp-phenomena, including corposant, haemolacria, and internal haemorrhage.
The realisation that the Word Bearers intended to use some xenos warp-weapon also explained why they’d let so many civilians crowd into the salvation bunkers in the Cloister Archipelago. Any sufficiently powerful weapon would requires many, many sacrifices.
Each Traitor Marine unit, or Traitor Mechanicum HQ, Elite, or automata unit still above 50% that leaves the table via the enemy deployment zone gains an additional VP.
Disrupt The Ritual
Any Zone Mortalis game should include the ritual preparations as an objective, for the Loyalists to destroy and the Traitors to protect. If the Traitors win the majority of ZM games this Phase, millions of Fuschalese are going to die.
Fuschal Mysterious Terrain - Phase Seven
Fuschal Mysterious Structures (an option in any game in Phase 7) Roll d6 for number of Mysterious Structures on the table
1-2 - No Structures 3-4 - One Mysterious Structure 5 - Two Mysterious Structures 6 - Three Mysterious Structures
Designate terrain features as Mysterious Structures before rolling for set-up. Roll 2d6 for type of structure, when a unit enters the structure or moves within 2” of it.
2 - Moonpool - The atolls of Fuschal are naturally riddled with tidal channels, and many more were excavated as the cities expanded. Combined with underground tunnels flooded during the bombardment, both sides found them useful hiding places and accessways. Any infantry unit or walker destroyed early in the game may be replaced with an identical unit that emerges from the vicinity of the moonpool (2d6” scatter). Replaced units arrive during the Reserves phase. Alternatively, Traitor infantry can use the moonpool to leave the table, one unit per turn.
3 - Shield Generator - One of the defenses installed by the Traitor forces, that protected parts of the city from the orbital bombardment. Units within or less than 2” from the structure gain a 4+ invulnerable save (and 3+ vs. blast and template weapons)
4 - Ammo Cache - Supplies lost during the landing attempts, or prepared for use by the defenders. Units occupying the structure gain Shred on ranged attacks, but all shots also Get Hot as damaged (or booby-tapped) ammunition explodes on use.
5 - Vox Array - An invaluable asset to both sides, as the loyalists react to the changed situation and the traitors redeploy. 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 - For the Emperor! - Fuschalese citizenry rise up against their brutal overseers, and this building is somehow marked as a symbol of their loyalty to Terra. Even the old flag of Free Fuschal is a suitable symbol to rally around. Loyalist forces inside or within 2” gain Fearless and Shrouded.
7 - Barricades - Ordered to delay the Loyalists by any means, the mortal troops brought down buildings and improvised barricades and tank traps across Fuschal’s narrow streets. Of course, these were as much of an obstacle to the traitors trying to reach ritual sites or escape routes. Replace the objective with 12” of barricades or tank traps (each providing 4+ cover for infantry), or tanglewire.
8 - Charnel House - The structure was used by the Word Bearers and their cultists, for rituals of their debased religion. Traitor marines and cultists gain Counter Attack when occupying the structure. Other units must pass a Ld test to enter, unless Fearless.
9 - Firetrap - Building still burning from the initial bombardment, or deliberately ignited by the traitor forces. All models within 2” or entering the structure take a S4 hit.
10 - Ritual Site - Preparations for mass murder. Count as a secondary objective, worth 2 VP, for the rest of the game.
11 - Abandoned Vehicle - Transport or service vehicle damaged or abandoned during the Liberation. AV 11, 11, 10, Capacity 10, One firing point, 2 HP. A unit entering the structure may repair the vehicle on a 4+. Models with Battlesmith will repair it on 2+.
12 - Dangerous Structure - A building seriously damaged by falling debris, deliberately booby-trapped, or concealing unexploded ordnance. Provides 5+ cover, but any model successfully using that cover must roll a d6. On 1 or 2, the model triggers the booby trap, bomb, or entire building to collapse. Units with auspex or omnispex will only trigger the collapse on a 1. All models within or within 2” of the structure take a S6+3 hit, AP3 Ordnance hit. Replace the structure with ruins or a crater. Dangerous Structures may be targeted by other units, once identified. They have an AV of 10, and on a penetrating hit roll d6 - on 1 or 2 will explode (or collapse) as above.
(Press the CREATE button to lodge a single Skirmish report, do not modify the name)
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