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Thursday, June 4, 2020

The Vitritan Interregnum: Game 1



Vitritus is a former Imperial Manufacturium planet on the extreme eastern borders of the Urient Sub-Sector. It was rendered a dead world by Capital class weapons 450 years ago, by the expansionist Xenos Empire of the Septimanians. That perfidious alien race was rendered all but extinct by the might of Imperial retribution forces, but internal divisions about resettlement rights, and a century-long disagreement between the Sub-Sector Administratum and the Mechanicus over the proper composition, resourcing requirements and leadership of a recolonization and exploration fleet to rebuild those worlds devastated by the Xenos attacks allowed the planet to slip into the ever-growing sphere of influence of the so-called "Skinner Worlds" a clutch of Ork infested systems. With the sub-sector Navy not willing to kick the proverbial hornet's nest, without a significant build-up of military force to take on the likely tidal wave of Ork's responding to an incursion, Vitritus was left to rust away on the peripheries of Imperial space, until resources could eventually be sourced to return. 

When the War for Jornath erupted, threatening the Sub-Sector's primary trading conduits, the Imperium and the Orks of the Skinner Worlds poured resources into the fight, leaving the peripheries of their respective territories, empty of patrols. Opening these regions to predators of a far darker kind, the myriad forces of Chaos, led by the Renegade Chapter the Centurions of Innocence, wormed their way into the poorly guarded zones. In their reaving they learned of a small Mechanicus mission to the ruins of Vitritus, to revive a supposed piece of immensely potent archeotech to turn the tide of the war against the Greenskins.  It was no time before the 2nd Company of the Centurions of Innocence, and a strike cruiser packed with scum and traitors the sector over found itself in the sensor shadow of the Vitritan Sun...

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I wanted to take a bit of a break from the Orks, and work on a smaller more elite force to play around with. My immediate thought was to make one that was more ranged oriented, but alas the viscera of close combat took hold and I've made a choppy Chaos Space Marine force, around the World Eaters faction trait. 

My opponent for this slow grow league/campaign/narrative thing is my arch-nemesis Chris and his fearsome Metallica Adeptus Mechanicus forces. 


My Centurions of Innocence Strike Force.

Daemon Prince [Dark Mechanicum Bio Assault Drone]  with Wings, Warp Bolter, and Talisman of Burning Blood.

Chaos Lord with Black Axe of Ul'Occa,

2x Khorne Berzerker Squads,  Champion with Power Fist and Plasma Pistol,  Marine with Plasma Pistol, and an Icon of Wrath for each squad.

10x Cultists.


Chris' Adeptus Mechanicus of Metallica 

Techpriest Engineseer

Techpriest Manipulus (represented by an Infiltrator Alpha figure)

Sicarian Infiltrators 

3x Skitarii Vanguard Squads

Sydonian Dragoons Squadron.


The Ruins, of the Vitritan Capitol Fabricatorum Complex. 

We are using the Cities of Death rules from Chapter Approved 2018 for this game, and we rolled the "Decapitation" Mission from the same book which is a combined deployment map and objective overview. It felt appropriate, as it seemed reasonable that the Marine's first goal on the planet would be capturing/killing a Mechanicus ground commander to ascertain their progress in finding the archeotech, or just to cause havoc while the renegades begin their own search.



The Cult Mechanicus set up in the center field, I deploy the forces of Chaos in cover and close together to benefit from the Lord of Chaos aura ability while my berzerkers close in.


My Daemon Prince swiftly crashes into the Sydonian Dragoons, killing two of the clanking machines and wounding one. All other Chaos units advance towards the enemy.



The Mechanicus respond by surrounding the Daemon Prince with Vanguard, and the Manipulus lowering his toughness (a Vanguard special ability) and placing a character threat into the mix. The Sicarian Infiltrators and the Vanguard gun down the Cultists and move into the street.


The Last Sydonian Dragoon deals considerable damage to the Daemon Prince which is quickly finished off by Rifle Butts and Iron Mechadendrites. The Khorne Berzerkers hit the Vanguard and Manipulus and quickly exact a bloody revenge. The Chaos Lord engages the Sicarian Infiltrators in close combat and gains the upper hand thanks to the mortal wounds from his daemon weapon.


With Power Armored Madmen closing in, the Enginseer blurts out an Error-Abort Code onto the Skitarii Cohorts Noospheric Network. Chris Concedes at this point and Game 1 goes to Chaos.


-Your Favorite Madman-

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