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The Commorragh Campaign Begins


ThePenitentOne

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I finally took the plunge and bought a DE starter box, so it's time to get this campaign moving. I'm working two campaigns at the moment, and the Commorragh campaign is the smaller of the two, though their is a bridge between the two via the Blackstone Fortress. That part is a long way off, and my plan is to only develop content as necessary.

 

The first few games occur in a Wych Cult Arena, so that's what I started building today. I cut 19 hexes; each is just over 6 inches from corner to opposite corner. I can arrange them in any floor plan I like, but the number 19 allows for a center hex, surrounded by an inner ring of 6 hexes and an outer ring of 12.

 

Eventually, each hex will be built into a column by stacking layers. Columns can be 1- 5 " tall. The first 19 are simple to get me playing, rather than being bogged down in terrain. They will have surfaces finished with nylon mesh screen and outer frames of card stock, with relatively simple painting and dry brushing. The variety in height will create LOS blocking terrain, and models will have to count upward distance against movement, though not downward distance, thus conferring an advantage to high ground. 

 

I will create 5 hazard column toppers and five objective column toppers, and that's my starter set.

 

Eventually, as the cults grow, I'll add more specialized columns- some hollowed out as beast cages with releasable beasts, some will have LED's and one may represent a tunnel to the oubliettes and excrutiation chambers of the homunculai.

 

Rules, cults, pics and missions to follow.

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The Story:

 

The Archon Dimmutahk Ruir's Splinter Realm was sundered during the Daemonic attack on Commorragh that followed the awaking of Ynead. He has rallied the few survivors to begin the excavation and restoration process. The Archon himself resides at his spire in Commorragh proper, but his Kabal has repaired the gate to his Splinter Realm and cleared a path to the Arena that once stood as a testimony to both opulence and depravity. Though it is in ruins, some small portion has been recovered.

 

In an effort to prove to Commorrogh that he is far from broken, Ruir is hosting a special gladiatorial event, open only to the youngest, hungriest Wych Cults. His enemies laugh behind his back, believing that he chose this format for his event because his ruined arena could attract none but the most ragged and desperate of Wych Cults. His supporters know better; this event is both the funeral pyre for the Kabal that was lost and the celebration of the Kabal of the Shattered Spire, which shall rise in its wake. It is this ritual element of renewal that is at the heart of the event, and Ruir believes that the birth of his Kabal should also be the means for the birth of a Cult.

 

The Arena:

 

Renamed the Arena of the Glowing Ember, only a fraction of the facility is currently accessible. Both matches of the event will be fought on a small array of hexagonal columns, consisting of a central column surrounded by an Inner and an Outer ring. While there are additional columns in the array, these are the only columns that have been sufficiently cleared of debris. Normally, these columns can be elevated to different heights, and many contain traps or rewards; not all of these mechanisms have been repaired.

 

[Designer's Note: This provides the story hook that allows me to play through the various stages of DIY as I build the Arena]

 

Campaign Rule: The Reputation System

 

Individual Wyches and Cults each follow a reputation system that confers various modifiers to interactions with specific factions- a high reputation may make it easier to hire a mercenary; it may influence who is picked to join a real space raid. The reputation system is a living rule, which will evolve throughout this campaign. For now, it is important to note that each mission will award reputation for various deeds in battle. 

 

The Event:

 

This event is meant to consist of two small matches, intended to be played in a single evening. The first is a small five on five battle, where the young cults must find and retrieve wych weapons and meet their destiny as warriors. The second event is an individual match up between the each team's MVP from the first event. The winner of this match earns the Title of Hekatrix. 

 

Round One Feature Event: Arming of the Fiends

 

Kill Teams:

 

5 basic wyches vs. 5 basic wyches, each armed only with a splinter pistol and Hekatari blade. These teams must be members of a custom cult using the rules from Blood of the Phoenix. For those who hate these custom traits, fear not- promising Cults may have the opportunity to be absorbed by larger Cult as the campaign progresses.

 

Set Up:

 

The board consist of a single hex tile, surrounded by an inner ring of 6 tiles and in outer ring of 12. Viewed another way, this arrangement consists of a row of 5 tiles between two rows of 4 tiles between two rows of 3 tiles.  [Designer's Note: Pictures are coming]

 

Deployment:

 

Players roll off. The winner chooses one of the two outside tiles in the central row. This player's models will enter from the outside edge of this tile; the opponent will enter from the outside edge of the opposite tile. The player who lost the roll off takes the first turn.

 

Objectives:

 

Hidden beneath three of the six tiles of the inner ring is one set of each Wych weapon; a fourth tiles hides a deadly trap, and the other two tiles are safe. In order to open the grate and see what lies beneath, a model must begin its movement phase in base contact with a control panel on the wall of the central tile. Eventually, these kinds of effects will be modeled directly into the terrain, but for now just put six numbered counters on the tiles of the inner ring. When a model crosses the tile and touches the wall of the central pillar, they can activite the control panel. At the begining of their next movement phase, reveal the counter. 

 

1] Hydraknives                                          4] Trap- inflicts one wound on a 4+ [counts as close combat, AP 0]

2] Blank                                                     5] Blank

3] Razorflails                                             6] Shardnet and Impaler

 

Blank counters are discarded without any further effect. If the trap is revealed, resolve the attack and then discard the counter. If a wych weapon is revealed, place the counter beneath the model and attempt to escape the board. Once a model acquires a wych weapon, they must exit the board at the same side of the hex from which they entered in order to claim that wych weapon for their team. Exited models cannot return.

 

If a model is taken out of action while in possession of an objective, any model who begins their movement phase in base contact with the fallen model may steal the objective. Both teams automatically pass morale checks until all three objectives have left the board. 

 

Reputation Awards:

 

Individual Rewards:                                                    Team Rewards:

+1 per hit                                                                       +1 per unmodified hit roll of 6

+1 per unsaved wound inflicted                                    +1 per unmodified wound roll of 6

+1 per wych weapon found                                           +2 per wych weapon removed from the board

+1 per wych weapon removed from the board             +1  per kill

- 1 per wych weapon dropped

+1 per wych wepon recovered

 

Victory Conditions:

 

The team that retrieves the most wych weapons wins this battle.

 

All models fully recovery from any injuries between events.

 

Any model in possession of a wych weapon when the game ends [to a maximum of two models per team] can be upgraded to a Combat Specialist Wych Fighter and equipped with that weapon in future battles. 

 

The model with the highest reputation score on each team is chosen to advance to the second match of the event. In the event of a tie, the controlling player chooses which model to advance. Note that it is possible, and even likely that one or both combatants will be bringing their new wych weapon to the final event. [Designer's Note: I really like the way this provides a variety of outcomes; it adds replay value in subsequent iterations of the same mission].

 

COMING NEXT TIME: RULES FOR THE SECOND MATCH OF THE EVENT

Edited by ThePenitentOne
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  • 3 months later...

I haven't posted in a long time, but I have been putting in effort on the arena; all of the arena pieces are built, and most have received their first coat of paint. By the end of the night tomorrow, the starter arena kit will be done and photo'd here or youtubed- not sure if I'm going to do the video this weekend or next. 

 

But the reason I'm posting today is that y'all inspired me! I started building my wych squads and bikes!

 

So far, nine basic bodies built- just have to do heads and arms. Also have to crack open my second box of wyches for my tenth body- I can't build the Hekatrix yet, because that title has to be earned, it could be earned by a male or a female; until the first match, I don't know.

 

My 10 wyches form two basic squads of 5; no Hekatrices, no wych weapons. The first is fairly conventional; it is based on 3 sisters, who have recruited a friend and a single male wych. This team also owns a single jetbike- I think I'll actually make one of the sisters be the pilot. The second cult is based on a pair of brothers. They have recruited a friend and two female members. Their Reaver is also male, and all four male models are done up as faceless men.

 

Also, I've decided to link this campaign into the Chronicles of Saint Katherine's Aegis, even though it will be forever before these Eldar are ready to go realspace raiding. I had initially intended to build Commorragh territories the same way I built realspace territories for the rest of the Chronicle, but I've decided against it. I think this army can grow narratively, based on missions without have to get bogged down on territory rules.

 

What that means is that over the next week or so, I will be migrating some of the fluff and rules content above to a new thread; when I started the Commorragh project, I had the idea that I could get it going fast, and I tried to do everything all at once- fluff, rules, game. Migrating to the Chronicle gives me a chance to go over everything again and make sure I've got all the rules worked out before I start trying to dive into the game and post fluff.

 

Anyway, it's nice to actually be chipping away at my horde of shame. Thank you for inspiring me and getting me moving. Hopefully I can actually get enough done to play and post. Cheers!

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I actually followed through and got it finished: both basic 5 x wych squads are completely built; all three bikes are done and one rider. The basic body pieces for the venom are rough cut.

 

So tomorrow I've gotta do work from home all day, but once my shift is over, I figure I'll spray everything, and then focus on painting the arena to a finish. There will definitely be pics, and I might get video up, but I'm not sure. 

 

Might try a test game before the real event- we need to be smooth on the rules so we can keep the game moving at an entertaining speed for a live stream.

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  • 2 weeks later...

Okay, I actually completed the modelling on time, it just took until now to get the pics posted. Here's the first gang:

 

The First Cult

 

You can see three faceless men up front, and the biker is a fourth. There are two women in the Cult, and they are posed back deliberately, as the faceless men are intended to be the star players of the team. I haven't named anyone yet, or written their background but two of the four are brothers while a third is a close friend. There's an interesting headswap on one of these models; I accidentally used the faceless rider's head on the infantry model, so I put the infantry head on the biker.

 

Here's the second gang:

 

The Second Cult

 
Two of the sisters are up front, and the rider is the third. I threw one male model in here, but he's got a face to distinguish him from the males of the other cult.
 
Both pics were set on a painted arena hex, and you can see some of the stacking with unpainted hexes in the background. I put green felt in the background because I was going to chroma key in an audience shot from Thunderdome or something, but figured I'd save that for when the models were painted.
 
This final shot gives you a bit more perspective onf the size and scope of the arena; you can actually see flat tiles as well as the column stacks. Super easy to build, and these are only the prototype, and even they will look at least somewhat better with a bit of effort on painting. Remember, the story is that only parts of the arena have recently been cleared of rubble from the Daemonic Incursion that occurred after Yvraine's apotheosis. It is fitting that this arena looks shabby for the first few games.
 
The Reaver track isn't even functional yet!
 
Anyway, here's the shot:
 

Both Gangs

 

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  • 1 month later...

Funny story.

 

Yesterday, the spray paint part of my paint + brush order arrived but not the rest. I emailed G-Dubs, and they explained that some times happens because of hazardous materials restrictions. They asked for my tracking number and I thought I gave them was the right one, but buddy got back and said it was the number for my my Poisonblade Raiding Force; he said he had just shipped it that day, so it would be a while, but he said the paint would be here today.

 

So when the delivery came, I was like "Yay! Paint!"

 

But it was the Poisonblade!

 

So then I'm like, "Okay, I guess the paint will come tomorrow."

 

Three hours later, another knock at the door. You guessed it. Paint!

 

Best day ever. I guess what I'm saying is: It's on!

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Built my Archon today, and my Haemonculus just needs arms.

 

I also built some extra flat tiles for the arena because after setting it up, I realized it was too small. It's only 6 extra tiles but that  gives me about 14" extra width and allows me to arrange the columns in more interesting patterns.  Tomorrow I should finish the arena, finish building the Haemonculus, and then I'm going to prime the characters.

 

A few cool ideas campaign wise. The Haemonculus is going to be in the audience in the first night of fighting; his goal is to make a deal with one of the wych cults for the right to their dead, who he will use to create his wracks; that was always going to happen, but I didn't know it would be in the first fight.

 

The other idea is cooler though. As the campaign progresses, visitors to the arena will bring gifts for the patron; among these gifts, four Ur Ghuls (thanks BSF!) and four young Khymerae, represented by old metal warp beasts. I may modify the profile to represent the young state of the Kymerae.

 

These will be used in arena missions. but one of each set of monsters survive, so the cults are really only fighting over three. Not only does this make ties impossible, the remaining Ur Ghul will be given to the Archon for his court, while the surviving warp beast will grow into a full blown Khymerae as soon as I can afford the model (poisonblade + paint and brushes tapped me out for a month or two).

 

I'm contemplating picking up BotP from my FLGS when it reopens because we now know that just the new units add up to just under the FLGS cost of BotP. That's like getting 5 hellions, 5 scourges, a venom, a viper, and a falcon for $30 CAD. And since it's no longer available from GW, once it's gone, it's gone.

 

Now I just need to design a race track for jetbikes to surround the arena's fighting pit, and then four seating stands for the audience. Toyed with the idea of building a huge arch to support a jumbotron type device. I could hold a webcam for realtime coverage of the table.

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I'm that crazy collector guy who wants to play most armies. I do actually want a small force of CWE, and I currently have nothing from that range, which is why it's perfect for me. The Hllions though, man do I have campaign plans for them. One of them will learn during a game that he has beast master potential. Once he receives his specialized training and gear, he and the Hellions will have to scout the webway for beasts.

 

One day, he will bring an Ambull back to the arena, and the wych cults will attract a massive audience, putting their Archon patrons name on the lips of every Commorrite who can afford the price of admission.

 

Long way to though. Pics are coming tonight. Maybe even a video about the arena and how it was made. I'm not the world's greatest painter or modeller, so I'm a bit shy about it- the arena is just cardboard and nylon mesh screen. But the idea was something simple and modular as a boxed board game that could be easily transported, built on the cheap with very little time or effort. And it works.

 

Have some serious housecleaning chores before I get down to modelling today, but it should be a good one.

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  • 8 months later...

I pulled the trigger an bought the Blood of the Phoenix box, so I've got Hellions and Scourges now, and my Venom count is up to 3. I've been put on the list for one of the DE vs Sisters boxes. My DE army will actually be bigger than sisters:

 

Archon, Succubus, Haemonculus, Lelith, Drazhar

30 wyches

20 kabalites

10 scourges

6 Reavers

5 Hellions

5 Incubi

4 Venoms

1 Razorwing

1 Talos

 

Almost all of that is boxed sets: Start Collecting + Poisonblade + Blood of the Phoenix + Piety and Pain + Haemonculus + 1 box of wyches.

 

I still have gaps- need a minimum 3 boxes of wracks and another Talos. Need two raiders. Probably should have a Ravager too. But it's pretty good- it'll take at least a year to play the crusade long enough to grow to a size where I require those models- which gives me lots of time to paint it. Other than spray primer, none of it is painted yet. Hoping to have a wych squad painted by the end of the month, but that's a tall order. Very realistic to get some done in March though. All I need to get playing is two different basic 5 member wych squads to duke it out in the arena in round one; a Reaver from each cult to race in round two, and then in round 3, the MVP's from round one will go one on one for the final fight. The Archon and the Haemonculus should be in the audience to strike bargains with the competitors. The champions of the Hellions, Incubi and each of the two Scourge units so that the competitors or the HQ's can bargain with them. Gotta have the intrigue, right? It ain't Commorragh unless there are at least three people who may be waiting to stab you in the back.

 

I also have to figure out a race track and rules for Reavers and Hellions. Has anyone ever seen a DE race track? I know there's a million Orky tracks out there what with speak freaks and gorka morka for the long-beards. Reavers and Hellions are wyches though, and they need to race.

 

It'll be cool to see the Crusade stuff- I might be able to take some stuff from that and work it into arena fighting/ racing.

Edited by ThePenitentOne
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Well the race track is not on the ground. Its in the air high up in the spires of the city. I have the game from release, hmm, still havent built any of the models yet. When i do they will get absorbed into my huge army. Anyhow im glad you're getting into out space pirates they are such a fun army.
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Yeah, I should have bought a box of Gangs of Commorragh too- it vanished quickly. 

 

Maybe I just need to make more arena pieces. I have quite a few basic ones. What I need now are some of the fancy bits- like vanes that I can attach to hexes, various spikey topper traps, a couple double-height hexes with hollow bases and gates to release beasts... And some spire caps.

 

So maybe I use the same hexes that we use for the floor show, but put the detail higher up. I should be able to work with that.

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Wow, I didnt read the whole thread so forgive me if Im a bit off the hooks, but this seems like an ambitious project :D And lots of details to get into place into this campaign, remembering everything that happens and writing it down etc. I would never have the endurance to make this kind of commitment. Will be interesting to follow.

 

I'm that crazy collector guy who wants to play most armies. I do actually want a small force of CWE, and I currently have nothing from that range, which is why it's perfect for me. The Hllions though, man do I have campaign plans for them. One of them will learn during a game that he has beast master potential. Once he receives his specialized training and gear, he and the Hellions will have to scout the webway for beasts.

 

One day, he will bring an Ambull back to the arena, and the wych cults will attract a massive audience, putting their Archon patrons name on the lips of every Commorrite who can afford the price of admission.

 

Long way to though. Pics are coming tonight. Maybe even a video about the arena and how it was made. I'm not the world's greatest painter or modeller, so I'm a bit shy about it- the arena is just cardboard and nylon mesh screen. But the idea was something simple and modular as a boxed board game that could be easily transported, built on the cheap with very little time or effort. And it works.

 

Have some serious housecleaning chores before I get down to modelling today, but it should be a good one.

Which is your favorite army? And which army do you hate most?

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Lol. Yeah, book keeping is a big deal. I've got a lot of custom spreadsheets waiting to be filled with data. All of this was set in motion during 8th, and the arrival of 9th slowed me down... It really discouraged me. Then I learned more about Crusade, and I'm glad I was delayed, because the campaign will be better with Crusade content.

 

I've been stockpiling models from several ranges to prepare for this- my pile of shame is massive, but that's by design. If 10th comes along, it may not have Crusade, which means I have to prepare to play 9th for the rest of my life. If I paint a unit a month, I've got enough stuff to last me at least 5 years. And once the campaign actually starts (technically it just started last weekend- though not the Commorragh part), that's about the pace I'm aiming for.

 

My favourite army? Can I say Inquisition, by which I mean all 3 ordos and all of their chambers militant?

 

I mean, if not, it's a tie between Sisters and DE.

 

Least fave? Well, hmmm... That's a challenge. I have no real interest in Custodes, but I love SoS, and they might be Talons in 9th. Not a huge fan of Tau, but I love Kroot. Not a huge fan of Nurgle, but I have the Gellerpox from KT: Rogue Trader, which I would put on the table. Not a huge fan of Khorne, but if Karanak is HQ, I'd let him bring a Vanguard pack of Flesh Hounds to all my Slaanesh parties. Don't have any Tzeench, but I like them. Slaanesh is my jam!

 

Not a huge fan of marines, but I like Deathwatch and I'd play a small GK force to support the Malleus. Blood Angels are somewhat tempting because I like Mephiston, I like jump troops and I have the Space Hulk BA Terminators, and they aren't as easy to convert to Death Watch as a multipart kit. Dark Angels are interesting because I think Deathwing and Ravenwing are cool. 

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  • 1 month later...

Okay, today's preview of the Dex is good; even with the Crusade rules in front of me, I can almost guarantee that becoming a Master HQ can be purchased as a requisition. This gives me a way to bring some crunch to my fluff:

 

The Archon is the most powerful of all the HQ's when the campaign begins- his status was enough to allow him his own domain. But his corner of the Dark City was torn apart by the daemonic incursion brought to Commorragh by the Ynarri, and all but his most skilled fighters were destroyed.

 

What this means is that he will begin the game as a Master Archon, and he will be accompanied by a unit of Trueborn. My other HQ's have to earn it. Neither of the fledgling Cults have even a Hekatrix! One of the Cults will earn a Hekatrix in the inaugural Arena Battle in April, but it'll be a while before either of them get a Succubus. The Haemonculus is old enough that he will earn Master status at Battle Hardened- barring an unforeseen story hook for his ascension. 

 

Playing the saga of the Blood Brides is awesome. In the old fluff, if I recall correctly, the Blood Brides were essentially a unit composed entirely of Wych Squad leaders. So when these Cults are formed, they're green- five basic Wyches, no upgrades. Everything they get, they have to earn it in the arena; they earn reputation to draw recruits, and that squad that started the Cult... They will be the ones who ALL become Hekatrices of their own squads. They are the ones who earned the weapons and tools for the great Cult which would rival the other Lords of Commorragh. So the Squad will probably break when they have 40 recruits- each of them will take four apprentices and form their own units. 

 

At this point, reputation will be tracked by squad rather than individual. What's really interesting here is that those squad's performance in the arena will determine which Hekatrix earns the title of Succubus. But when she forms her Blood Brides, they will not be they members of her squad- they are the other members of the original unit- each a Hekatrix in her own right. So we need to grow that unit large before it splits. Once the Succubus becomes a Master, every Hekatix she pulls to form a unit of Blood Brides is another Hekatrix not leading Wyches. When on Blood Bride duty, a Hekatrix's wyches would have to join another unit in order to raid. There's a lot of intrigue baked into that.

 

Can't wait for the Crusade reveal... Historically speaking, I think it comes on the Friday before preorder.

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Okay, so today's Crusade preview showed me that I need a second Archon; this will allow Kabals to ally in larger battles against a common foe, but fight small battles against each other for territory. 

 

So here's what I'm thinking of doing: you've seen that one of my two wych cults has a really strong Faceless Man aesthetic... So I'm thinking that my second Archon will be a Faceless Man. His Trueborn, when and if he Ascends to a position which will allow him to field them, will also be Faceless Men.

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  • 2 weeks later...

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