Fate of Konor - Mission 4 Debrief

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Fabse
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Fate of Konor - Mission 4 Debrief

Beitrag von Fabse » Sa 19. Aug 2017, 01:56

Planet: VANITOR

Vanitor is a harsh and windswept world that houses the Konor System’s astropathic relay. Without this key communications outpost, the system would be left completely isolated from the wider Imperium.

The Konorian Astropathic Relay, situated upon the wilderness world of Vanitor and guarded by a vast fortress basilica, once linked the Konor System’s Imperial defence force to the greater war effort across Ultramar. It was one of the first targets overwhelmed in the initial blitz of the Chaos invasion, for severing this line of communication left the Konor System shrouded in darkness and confusion. Despite a brave stand, the Munitorum forces responsible for maintaining and defending the facility were encircled and slaughtered. The relay’s astropathic choir were ritually bound and excruciated by Chaos Sorcerers, and the sheer agony of their torment – amplified by the unfortunate beings’ raw psychic power – became a shining beacon to the ravenous monstrosities of the warp.

This piercing psychic scream soon came to the attention of the Grey Knights, who had swiftly identified the growing conflict in Ultramar as a potential lodestone that would draw entities from the roiling depths of the immaterium into realspace. The grim brotherhood of Daemon-hunters knew that to allow this beacon to continue to broadcast its vile signal would ultimately invite the horror of a sector-wide daemonic incursion. Gathering allies to their side, the Grey Knights assembled several strike forces and fell upon the corrupted defenders of Vanitor with merciless brutality, hacking apart Chaos-spawned horrors and their wretched masters. Yet even the Grey Knights could not accurately grasp the nightmare that was spreading across this windswept wilderness world.

Upon the great plains, vast warp breaches vomit the rancid deluge of the empyrean into reality. Amidst the soaring Tremantaen Mountains, Heretic Astartes and their foul minions have dug in like ticks, creating a circle of rockcrete redoubts around the relay, which rests atop the highest peak. Blizzards of frozen blood and transmutative hurricanes whip through these mountain passes, birthing new flyblown horrors or flaying the flesh from those foolish enough to brave the open air. At the Konorian Relay itself, Chaos forces defend their tortured wards with savage determination, unleashing blistering cascades of gunfire and artillery upon those who look to breach the basilica walls. If the Imperials cannot break through this formidable barrier, the agony of the tortured astropaths will only flare brighter, drowning Vanitor in the surging tides of the warp. Surely the damnation of the entire Konor System will swiftly follow.


Mission:

Into the hellmouth


Vanitor’s skies burn and Daemons pour freely from beyond the veil, the planet’s surface now resembling little more than a blasted hellscape. Yet into this apocalyptic nightmare the Imperium’s finest charge onwards, determined to sever the warp breaches from their source.

THE ARMIES

Each player must first muster an army from the miniatures in their collection. A player can include any models in their army, but if their army is Battle-forged, they will be able to use the unique Fate of Konor Stratagems and the appropriate Stratagems included within this mission.

In this mission, if one player’s Warlord has the CHAOS keyword, they are automatically the Defender, and their opponent is the Attacker. If both player’s Warlords have the CHAOS keyword, or neither player’s Warlord has the CHAOS keyword, the players must roll off to decide who will be the Attacker and who will be the Defender.

THE BATTLEFIELD

Create a battlefield using the deployment map included with this mission and then set up terrain. The Defender’s deployment zone should contain several defensible pieces of terrain such as buildings, ruins and obstacles, representing the formidable defences they have prepared. The Attacker’s deployment zone should be more sparse by comparison, to better represent the tortured no man’s land they are crossing.

The Defender then sets up three objective markers. The objective markers can be located anywhere in their territory, as long as the centre of each is more than 12″ from the centre of any other objective marker and 6″ from the edge of the battlefield.
Mission-4-Imerial-Win-Into-the-Hellmouth.png
DEPLOYMENT

After terrain has been set up, the players then alternate deploying their units, one at a time, starting with the Defender. A player’s models must be set up wholly within their own deployment zone.

FIRST TURN

The Defender rolls a D6. On a roll of 6, the Defender can choose to take the first turn; otherwise the Attacker has the first turn.

SUSTAINED ASSAULT

This mission uses the Sustained Assault rules (see the Narrative Play Mission Rules in the Warhammer 40,000 rulebook). The Attacker must set up these units anywhere wholly within 6″ of their battlefield edge that is not within 9″ on any enemy models.

BATTLE LENGTH

The players should use the Random Battle Length rules (see the Narrative Play Mission Rules in the Warhammer 40,000 rulebook) to determine how long the battle lasts.

VICTORY CONDITIONS

At the end of the game, the player who has scored the most victory points wins a major victory. If both players have the same number of victory points, the game is a draw. Victory points are achieved for the following:

Take and Hold: At the end of the game, each objective marker is worth 3 victory points to the player who controls it. A player controls an objective marker if they have more models within 3″ of the centre of it than their opponent.

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

STRATAGEMS

In this mission, players can spend Command Points (CPs) to use the weekly Fate of Konor Stratagems, which are available in all participating stores or with any purchase of special weekly units at games-workshop.com. Players also have access to the following bonus Stratagems:

1CP

PSYCHIC EQUILIBRIUM

Attacker Stratagem

Use this Stratagem when a friendly PSYKER suffers Perils of the Warp. The psyker calms their mind at the last moment and does not suffer D3 mortal wounds as normal.

1CP

TELEPORT STRIKE

Attacker Stratagem

Use this Stratagem during deployment. You can set up a single INFANTRY unit in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this unit can teleport into battle – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.

1CP

EMPYRIC DISSONANCE

Defender Stratagem

Use this Stratagem in the enemy Movement phase immediately after they set up a unit as Reinforcements or as part of the Sustained Assault mission rules. Roll a D6 for each model in the unit; for each roll of 6, the unit suffers a mortal wound.
WH Fantasy:
Skaven, KdC

WH 40k:
Astra Militarum
Adeptus Sororitas
Grey Knights
1 Imperialer Ritter
1 Warhound Titan
Imperiale Inquisition

Infinity:
Ariadna

Pathfinder:
Arya Freyasdottir - Elfische Rangerin

X-Wing:
Abschaum und Kriminelle

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Steve71
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Re: Fate of Konor - Mission 4 Debrief

Beitrag von Steve71 » Mo 21. Aug 2017, 16:24

Diese Mission gewannen die Eldar gegen das Chaos.Bericht mit weiteren Fotos ist in Arbeit ;)
20170819_152403.jpg
Warhammer 40k
Ork's
Chaos Space Marines
KOW
Hochelfen
Brettspiele

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Fabse
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Re: Fate of Konor - Mission 4 Debrief

Beitrag von Fabse » Mo 21. Aug 2017, 18:02

Ui scheint, als wärs ein holpriger Weg fürs Chaos ^^
Wars zumindest regeltechnisch ausgeglichen?
WH Fantasy:
Skaven, KdC

WH 40k:
Astra Militarum
Adeptus Sororitas
Grey Knights
1 Imperialer Ritter
1 Warhound Titan
Imperiale Inquisition

Infinity:
Ariadna

Pathfinder:
Arya Freyasdottir - Elfische Rangerin

X-Wing:
Abschaum und Kriminelle

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Steve71
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Re: Fate of Konor - Mission 4 Debrief

Beitrag von Steve71 » Mo 21. Aug 2017, 20:49

Ja,war meiner meinung nach gut ausgeglichen :)
Warhammer 40k
Ork's
Chaos Space Marines
KOW
Hochelfen
Brettspiele

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Fabse
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Re: Fate of Konor - Mission 4 Debrief

Beitrag von Fabse » Mo 21. Aug 2017, 21:05

Gut dann passt zumindest das^^
WH Fantasy:
Skaven, KdC

WH 40k:
Astra Militarum
Adeptus Sororitas
Grey Knights
1 Imperialer Ritter
1 Warhound Titan
Imperiale Inquisition

Infinity:
Ariadna

Pathfinder:
Arya Freyasdottir - Elfische Rangerin

X-Wing:
Abschaum und Kriminelle

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snotl
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Re: Fate of Konor - Mission 4 Debrief

Beitrag von snotl » Di 22. Aug 2017, 07:29

Chaos kriegt ja voll auf die Schnauze - Steve, brauchst du Unterstützung von den Orkze? Für ein paar Zähne währen wir dabei!
Warhammer: Zwerge und Skaven
40K: Tau und Orks
Infinity: PanOceania und Nomaden
Dropzone: Scourge und UCM

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Steve71
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Re: Fate of Konor - Mission 4 Debrief

Beitrag von Steve71 » Di 22. Aug 2017, 11:02

Das Angebot nehme ich gerne an ;) Tod dem Falschen Imperator, die Chaoten werden niemals aufgeben :twisted: :twisted: :twisted:
Warhammer 40k
Ork's
Chaos Space Marines
KOW
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Fabse
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Re: Fate of Konor - Mission 4 Debrief

Beitrag von Fabse » Di 22. Aug 2017, 13:24

But that's heresy! Meine tapferen imperialen Soldaten werden das zu verhindern wissen ;-) Besonders meine Krieg Unterstützung ist nochn mehr als blutdurstig ;-)

TERMINEEEEE! ;-)
WH Fantasy:
Skaven, KdC

WH 40k:
Astra Militarum
Adeptus Sororitas
Grey Knights
1 Imperialer Ritter
1 Warhound Titan
Imperiale Inquisition

Infinity:
Ariadna

Pathfinder:
Arya Freyasdottir - Elfische Rangerin

X-Wing:
Abschaum und Kriminelle

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Fabse
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Re: Fate of Konor - Mission 4 Debrief

Beitrag von Fabse » Di 22. Aug 2017, 14:15

Several artillery and siege companies began to bombard the city spires and the inhabitants were mercilessly gunned down as they tried to break out from the besieged city. After ten standard years of relentless shelling, the hive was reduced to naught but rubble and dust, two years after all signs of life from the hive had already ceased and five years after the hive had plaintively issued its unconditional surrender.


Das war nicht das Chaos :-P
Aber entspricht wohl der Bedeutung von Kompromisslos ^^
WH Fantasy:
Skaven, KdC

WH 40k:
Astra Militarum
Adeptus Sororitas
Grey Knights
1 Imperialer Ritter
1 Warhound Titan
Imperiale Inquisition

Infinity:
Ariadna

Pathfinder:
Arya Freyasdottir - Elfische Rangerin

X-Wing:
Abschaum und Kriminelle

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Rotfuchs
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Beiträge: 1957
Registriert: Mi 15. Jul 2015, 15:20

Re: Fate of Konor - Mission 4 Debrief

Beitrag von Rotfuchs » Di 22. Aug 2017, 21:28

Wir könnten am Freitag eine Runde spielen! Die Orks könnten ganz gemütlich die Imperialen zerknacken. Na?
Blood Angels, Space Orks, Nachtgoblins, Nomaden

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Loki
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Re: Fate of Konor - Mission 4 Debrief

Beitrag von Loki » Fr 25. Aug 2017, 12:39

Das nächste mal werden die Eldar (tückisch wie sie sind), wieder gegen das "Imperium" antreten :twisted:
40k: Eldar
WHFB/KOW: Echsenmenschen/Salamanders und Elfen
Infinity: Aleph und Tohaa

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Fabse
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Re: Fate of Konor - Mission 4 Debrief

Beitrag von Fabse » Fr 25. Aug 2017, 20:26

Ahhh ich habs verschlafen -.-
WH Fantasy:
Skaven, KdC

WH 40k:
Astra Militarum
Adeptus Sororitas
Grey Knights
1 Imperialer Ritter
1 Warhound Titan
Imperiale Inquisition

Infinity:
Ariadna

Pathfinder:
Arya Freyasdottir - Elfische Rangerin

X-Wing:
Abschaum und Kriminelle

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Rotfuchs
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Re: Fate of Konor - Mission 4 Debrief

Beitrag von Rotfuchs » So 17. Sep 2017, 09:21

Da die Kampagne beendet ist, schließe ich den Beitrag.
Blood Angels, Space Orks, Nachtgoblins, Nomaden

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