Difference between revisions of "The Second Golloch War~The Culling of Sterith Prime"

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At the end of each weekend in September (10th, 17th and 24th), we will update the campaign page with new special rules to represent the progress made by each side! Games of any size and shape can be played as part of The Culling of Sterith Prime but we think it would be most appropriate to use the Centurion discipline to better represent the types of forces that both loyalists and traitors committed. Basically, this means limiting your armies to Infantry, Walkers, and Speeders, and using the SHADOW WARS missions.
 
At the end of each weekend in September (10th, 17th and 24th), we will update the campaign page with new special rules to represent the progress made by each side! Games of any size and shape can be played as part of The Culling of Sterith Prime but we think it would be most appropriate to use the Centurion discipline to better represent the types of forces that both loyalists and traitors committed. Basically, this means limiting your armies to Infantry, Walkers, and Speeders, and using the SHADOW WARS missions.
  
The following special rules can be used to better represent the horrific chaos unfolding upon Sterith:
+
'''WEEK 1 (SEPTEMBER 10th):'''
  
'''Terrified Mobs:'''
+
''“The fires had been raging unchecked through the Old Quarter for days now. Colonel Hellespont, last remaining senior officer of the Sterith Defense Auxilia, looked out upon the devastation from what had once been the meeting hall of the Commerce Guild. It was abundantly clear to Hellespont that his world was ending - within a few weeks there would be no Sterith Prime. All that remained now was to save the people. Behind him, clustered together in ragged groups were dozens of terrified Gollochians.''
Due to the nature of the traitor attacks on Sterith and the influx of Gollochian refugees, civilians were present (and apprehending them for sinister purposes was often the primary objective for the traitors) during many of the engagements that took place. These panicked crowds were little more than a hindrance to the loyalist forces trying to protect them, but protect them they did, nonetheless.
+
  
When using this special rule, each objective instead represents a Terrified Gollochian Mob. As long as the Mob is not controlled (i.e. the objective is not controlled) by any player. The mob will move D6 in a random direction (roll a scatter die, if a hit is rolled they cower in place instead) each player turn. Mobs won’t move off the table, even though they would probably be wise to do so.
+
''Fortunately it appeared that Sterith had not been forgotten by the loyal forces of the Imperium - reports were filtering in of friendly forces making planetfall to oppose the traitors. It was a mere trickle compared to the chaotic tide of traitors but it was something at least to be thankful for. Already these loyalists had made a difference and many of the survivors cowering in the meeting hall owed their lives to loyalist intervention.''
  
Mobs of civilians should be represented by a group of terrified humans on a 60mm base (anything roughly equivalent, such as a poker chip, can be used if you’re not feeling creative).
+
''Hellespont looked over his shoulder at the squad that had just returned from patrol duty. They had reported witnessing unnatural creatures moving in the darkness just beyond the perimeter… things that seemed real enough but must surely have been nightmarish figments of the imagination. Hellespont knew that he had to get these people out of the city. If they could reach the spaceport perhaps they could seek safety offworld... but that would be a difficult journey with so many civilians. If they could connect with some of these loyalist elements from offworld, perhaps there would be a chance.''
  
The Sons of heresy podcast will also be holding a painting/modelling competition for best Terrified Gollochian Mob so get cracking and send us pictures!
+
''They would need to leave the soon. If not to escape the flames then to avoid the terrors stalking the streets....”''
  
  
'''The Veil Grows Thin:'''
+
At the end of week 1 the loyalists are just barely holding the lead… their intervention has saved some but the traitors have rounded up or massacred enough Gollochians to enact the next stage of their plan. Some slight changes to the special rules are included below to represent this.
The Culling of Sterith Prime was not without purpose. As the Warmaster and his followers delved progressively deeper into dark secrets of the warp they gained increasingly reliable access to Daemonic forces.
+
  
All Traitor Psykers have access to the Malefic Daemonology discipline.
+
The following rules take effect for the next stage of the campaign:
  
Thousand Sons may only summon Tzeentch Daemons.
+
'''Fleeing Mobs:'''
  
Death Guard may only summon Nurgle Daemons - this may only be done if Mortarion is not present.
+
Due to the nature of the traitor attacks on Sterith and the influx of Gollochian refugees, civilians were present (and apprehending them for sinister purposes was often the primary objective for the traitors) during many of the engagements that took place.  
  
Emperors Children may only summon Slaanesh Daemons.
+
During the first week of the battle, loyalist forces managed to intervene and protect many Gollochians from capture or death. As word spread that the loyalists could (and would) protect them, the people of Sterith began actively seeking loyalist troops to beg for help.
 +
 +
When using this special rule, each objective instead represents a Fleeing Gollochian Mob.
  
World Eaters may instead take Chaos Daemons allies - they may only take Khorne units, obviously.
+
As long as the Mob is not controlled (i.e. the objective is not controlled) by the traitor player it will move D6 inches per (game) turn. The loyalist player moves the Mobs at the start of his movement phase.
  
 +
Mobs can’t move off the table, even though they would probably be wise to do so.
  
<!-- Enter a summary of the battle, fluffwise, in this section -->
+
Mobs of civilians should be represented by a group of terrified humans on a 60mm base (anything roughly equivalent, such as a poker chip, can be used if you’re not feeling creative).
  
 +
The Sons of heresy podcast will also be holding a painting/modelling competition for best Terrified Gollochian Mob so get cracking and send us pictures!
 +
 +
'''The Veil Parts:'''
 +
 +
The Culling of Sterith Prime was not without purpose. As the Warmaster and his followers delved progressively deeper into dark secrets of the warp they gained increasingly reliable access to Daemonic forces. Despite the interference of the loyalist forces, the servants of the Warmaster reaped a terrible tally of souls in the early days of the battle...
 +
 +
All Traitor Psykers have access to the Malefic Daemonology discipline.
 +
 +
All Traitor armies may take Chaos Daemons as allies.
 +
 +
Thousand Sons may only summon/take Tzeentch Daemons.
 +
Death Guard may only summon/take Nurgle Daemons - this may only be done of Mortarion is not present.
 +
Emperors Children may only summon/take Slaanesh Daemons.
 +
World Eaters may not summon and may only take Khorne Daemons as allies, obviously.
 +
 +
 +
 +
<!-- Enter a summary of the battle, fluffwise, in this section -->
  
 
==Skirmish Reports==   
 
==Skirmish Reports==   

Revision as of 12:41, 11 September 2017

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Blue Green Three.png

Battle Details

Type: Battle
Date: 668.009.M31
Sub-Sector:Golloch Cluster
System: Sterith
Planet: Sterith Prime
Victor: Undecided
Draw:
Influence: 5


Forces:

Loyalists Involved In The Conflict

Army:L-XX-3358

Army:A-MECH-4536



Traitors Involved In The Conflict

Army:L-XIV-4268

Army:L-XX-3358

Army:I-ARMY-1325

Battle Summary

September - Combat Phase The end began with a single gunshot. Planetary Governor Kabe, conducting an official visit to one of the many camps outside the capital city, was addressing a crowd of fearful, hungry refugees. Before he had finished his first sentence, a man stepped out from the crowd, raised an autopistol and fired a single shot. The Governor died instantly. The killer was himself shot dead by local troopers but could not be identified post-mortem - he had seemingly arrived only a few days previously on a refugee ship and his only identifying feature was a strange serpentine tattoo.

Soon after, as though the shot had been heard out in the deep void, dozens of warp signatures were detected entering the system.

The population of Sterith Prime was bloated now by many millions of terrified off-worlders. All aspects of infrastructure were stretched to breaking point. Sterith had never possessed powerful orbital defences and the planetary defence auxilia was spread perilously thin policing refugee camps. Furthermore, the death of the Governor had thrown the command structure into utter chaos.

This world was to be a sacrifice and it would not be allowed to die quickly. No swift death in the fires of orbital bombardment for these people. On Sterith Prime the very worst of the traitors would be set loose to do as they pleased - the murderers of the VIIIth, the butchers of the XIIth, the diabolists of the XVIIth... and more besides.

But the Golloch Cluster had not been abandoned by the loyal forces of the Imperium and the last astropathic distress calls sent out before the death of the Sterith choir did not go unheeded...

How Do I Take Part?

To take part in this campaign all you need to do is play one or more games of Warhammer 30k; Horus Heresy, and lodge a skirmish report on this site. You'll want to create an account too so you can track your victories and defeats in the campaign, as well as publish background for your army and Warlord!

Once this phase of the campaign starts you can lodge Skirmish Reports for your games here: http://aus30k.com/30kwiki/index.php?title=Skirmish_Report

Suggested Games

That the slaughter at Sterith Prime was great cannot be denied… but what was the ultimate outcome?!

Were the wicked forces of the warmaster sent back into the darkness from whence they came? Were the valiant loyalists that heeded the cry for help able to stop the great cull? Were the people saved?!

You must decide!

At the end of each weekend in September (10th, 17th and 24th), we will update the campaign page with new special rules to represent the progress made by each side! Games of any size and shape can be played as part of The Culling of Sterith Prime but we think it would be most appropriate to use the Centurion discipline to better represent the types of forces that both loyalists and traitors committed. Basically, this means limiting your armies to Infantry, Walkers, and Speeders, and using the SHADOW WARS missions.

WEEK 1 (SEPTEMBER 10th):

“The fires had been raging unchecked through the Old Quarter for days now. Colonel Hellespont, last remaining senior officer of the Sterith Defense Auxilia, looked out upon the devastation from what had once been the meeting hall of the Commerce Guild. It was abundantly clear to Hellespont that his world was ending - within a few weeks there would be no Sterith Prime. All that remained now was to save the people. Behind him, clustered together in ragged groups were dozens of terrified Gollochians.

Fortunately it appeared that Sterith had not been forgotten by the loyal forces of the Imperium - reports were filtering in of friendly forces making planetfall to oppose the traitors. It was a mere trickle compared to the chaotic tide of traitors but it was something at least to be thankful for. Already these loyalists had made a difference and many of the survivors cowering in the meeting hall owed their lives to loyalist intervention.

Hellespont looked over his shoulder at the squad that had just returned from patrol duty. They had reported witnessing unnatural creatures moving in the darkness just beyond the perimeter… things that seemed real enough but must surely have been nightmarish figments of the imagination. Hellespont knew that he had to get these people out of the city. If they could reach the spaceport perhaps they could seek safety offworld... but that would be a difficult journey with so many civilians. If they could connect with some of these loyalist elements from offworld, perhaps there would be a chance.

They would need to leave the soon. If not to escape the flames then to avoid the terrors stalking the streets....”


At the end of week 1 the loyalists are just barely holding the lead… their intervention has saved some but the traitors have rounded up or massacred enough Gollochians to enact the next stage of their plan. Some slight changes to the special rules are included below to represent this.

The following rules take effect for the next stage of the campaign:

Fleeing Mobs:

Due to the nature of the traitor attacks on Sterith and the influx of Gollochian refugees, civilians were present (and apprehending them for sinister purposes was often the primary objective for the traitors) during many of the engagements that took place.

During the first week of the battle, loyalist forces managed to intervene and protect many Gollochians from capture or death. As word spread that the loyalists could (and would) protect them, the people of Sterith began actively seeking loyalist troops to beg for help.

When using this special rule, each objective instead represents a Fleeing Gollochian Mob.

As long as the Mob is not controlled (i.e. the objective is not controlled) by the traitor player it will move D6 inches per (game) turn. The loyalist player moves the Mobs at the start of his movement phase.

Mobs can’t move off the table, even though they would probably be wise to do so.

Mobs of civilians should be represented by a group of terrified humans on a 60mm base (anything roughly equivalent, such as a poker chip, can be used if you’re not feeling creative).

The Sons of heresy podcast will also be holding a painting/modelling competition for best Terrified Gollochian Mob so get cracking and send us pictures!

The Veil Parts:

The Culling of Sterith Prime was not without purpose. As the Warmaster and his followers delved progressively deeper into dark secrets of the warp they gained increasingly reliable access to Daemonic forces. Despite the interference of the loyalist forces, the servants of the Warmaster reaped a terrible tally of souls in the early days of the battle...

All Traitor Psykers have access to the Malefic Daemonology discipline.

All Traitor armies may take Chaos Daemons as allies.

Thousand Sons may only summon/take Tzeentch Daemons. Death Guard may only summon/take Nurgle Daemons - this may only be done of Mortarion is not present. Emperors Children may only summon/take Slaanesh Daemons. World Eaters may not summon and may only take Khorne Daemons as allies, obviously.



Skirmish Reports

Skirmishes Added

Skirmish Designation Victor Defeated Faction Victor
The Second Golloch War~The Culling of Sterith Prime~1504652880 L-XX-3358 L-XIV-4268 Loyalist
The Second Golloch War~The Culling of Sterith Prime~1505005965 Imperial Fists, Dark Angels and Mechanicum L-XIV-4268, Sons of Horus, Thousand Sons, and Mechanicum Loyalist
The Second Golloch War~The Culling of Sterith Prime~1505023120 A-MECH-4536 Traitor Militia Loyalist
The Second Golloch War~The Culling of Sterith Prime~1505066825 L-III-5010 L-XIX-1853 Traitor
The Second Golloch War~The Culling of Sterith Prime~1505290871 I-ARMY-3382 A-MECH-0582 Loyalist
The Second Golloch War~The Culling of Sterith Prime~1505291189 L-XIV-4268 I-ARMY-3394 Traitor
The Second Golloch War~The Culling of Sterith Prime~1505693496 L-XIV-4268 L-VII-2023 Mutual Annihilation
The Second Golloch War~The Culling of Sterith Prime~1505830918 L-XIV-4268 A-MECH-1524 Traitor
The Second Golloch War~The Culling of Sterith Prime~1505831263 A-MECH-0582 I-ARMY-3382 Traitor
The Second Golloch War~The Culling of Sterith Prime~1505845358 Alpha Legion Cell 17 Blood Angels & Thousand Sons Traitor
The Second Golloch War~The Culling of Sterith Prime~1506035625 L-VII-5517 Death Guard Loyalist
The Second Golloch War~The Culling of Sterith Prime~1506348810 L-X-1366 Traitor
The Second Golloch War~The Culling of Sterith Prime~1506476822 I-ARMY-3382 A-MECH-0582 Loyalist
The Second Golloch War~The Culling of Sterith Prime~1506476993 A-MECH-0582 I-ARMY-3382 Traitor
The Second Golloch War~The Culling of Sterith Prime~1506861481 L-XIV-4268 L-VII-2023 Traitor
The Second Golloch War~The Culling of Sterith Prime~1506861644 A-MECH-0582 I-ARMY-3382 Traitor
The Second Golloch War~The Culling of Sterith Prime~1508470773 L-VII-5110 L-VIII-2827 Loyalists
The Second Golloch War~The Culling of Sterith Prime~1508471632 L-XIII-1264 L-XX-2062 Loyalist


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

Battle Pictures

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