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Agrapinaa System Events

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Week1 - nothing to report

Week2 - Eldar activity.

Upon Belis Corona, Eldar Strike Forces have freed Imperial Navy ground crews from the Chaos legions beleaguering them, although there are reports from the Cadian system of the Eldar falling upon themselves in fits of madness, from the Agripinaa sector of their attacking an Ultramarines Honour Company, and also of their ghost-ships harbouring daemons.

Week2 - Event

"He Who Has Nothing Can Still Have Hope"

This card affects Ulthor and the other planets of the Agrapinaa System in favor of the Forces of Order. Despite the ruthless slaughter wreaked upon the Agripinaa sector by the Chaos Legions, the spirit of the Imperium remains strong. One among the common people, Regu Hane, is hallowed as a Saint after single-handedly driving back a wave of bloodthirsty daemons of Khorne.

Week3 - Tzeentchian cults

Covens reveal themselves across the Agripinaa sector, the better to distract the Imperium from their master’s true quest.

Week3 - Event

"The Dance of Death"

This card affects Agrapinaa planet in favor of the Forces of Order. Help arrives from the most unexpected quarter when several troupes of Harlequins arrive through the webway on the tails of an Ulthwé Strike Force. With the aid of their alien cousins, the surgical strike that typifies Ulthwé’s military actions instead turns into a full-scale slaughter.

Week3 - Event

"The Scions of Erebus"

This card affects Malin's Reach in favor of the Forces of Disorder. Agents of the Apostate Lord Erebus of the Wordbearer Legion draw the Ultramarines Honour company and an Ulthwe Strike force to Malin’s Reach in the Agrapinna sector with rumours that their sworn foe Erebus himself has been sighted moving against that system. Open warfare breaks out between the Space Marines and the Eldar, and Chaos forces strike elsewhere as they fight amongst themselves. Erebus is not found.

Week4 - nothing to report

Week5 - Kharn the Betrayer

Kharn has been unleashed upon Tabor in the Agripinaa sector, his berserker army wallowing in the blood of his victims.

Week5 - Agripinaa

The Agripinaa sector has taken a fearful battering in the latest phase of the Despoiler's invasion, with the forces of Chaos making gains on most of the worlds on that warzone. The system of Malin's Reach has suffered particularly horrifying defeats at the hands of the crazed mutants of the horde known as the Stigmatus Covenant. Should these deviants gain total control of the worlds of Malin's Reach, they may be lost for ever, for these scum are notorious for their desecration of all that is pure and holy in the realms of Man.

Week5 - Mission

~~Taking Skulls for Khorne~~

In the Agripinaa sector, a terror millennia old has been unleashed. A killer that knows no mercy. This force is known throughout the Imperium as Kharn the Betrayer!


The Mission details

In the Agripinaa sector, a terror millennia old has been unleashed. A killer that knows no mercy. This force is known throughout the Imperium as Kharn the Betrayer!

Kharn and his berzerker army wade through the blood drenched cities of Tabor, slaughtering all that dares stand against them. Few can stand up to Kharn, and the hapless defenders do what they can as he mercilessly seeks more skulls to add to the throne of Khorne!

- Blood for the Blood God! - Blood for the Blood God! - Blood for the Blood God! -

- FORCES -

Khorne: 15 Chaos Space Marines with Marks of Khorne and Chainaxes split into whatever sized squads you wish plus Kharn the Betrayer. Also, you gain 2 Chaos Space Marines identical to those listed above after each battle that you survive.

Imperial Guard: Make 4 seperate army lists using the following units: Battle 1 - A single 300 pt Infantry Platoon / Battle 2 - A single 200pt Infantry Platoon / Battle 3 - A single 100pt Infantry Platoon / Battle 4 - A single, basic, as is, 60pt. Infantry Squad.

- SPECIAL RULES -

Use the Multiple Battles*, Skull Count*, and Random Game Length scenario special rules.

Multiple Battles: There will be up to 4 separate battles to play through as Kharn stalks the streets looking for victims. Each separate battle follows the set-up procedure found in the next section below. This basically means that you should shuffle the terrain around a bit before each of the 4 battles.

Players will take turns playing through each separate battle as both the Chaos and Imperial force. After a Chaos player finishes their battle, record how many Chaos Space Marines remain and how many Guardsman were eliminated.

Now, play the same battle again, but switch forces with your opponent. Do not change the force composition in any way, just switch forces.

At the start of the second and subsequent battles, a Chaos player's starting force is equal to the number of surviving Chaos Space Marines from the previous battle plus 2.

At the start of the second and subsequent battles, an Imperial player's starting force is equal to the appropriate points value found in the "Forces" section above for the current battle being fought.

Players continue playing battles and switching forces until all 4 battles have been played or both players' Khorne force is destroyed.

Skull Count: Players need to keep track of every Imperial guardsman they kill during each battle. Make sure to keep an accurate count!

- SET-UP -

1) Set up a 4’ x 4’ table with tons of ruined buildings that represent the shattered remnants of a city.

2) Roll a D6. High roll chooses a table edge.

3) Place the Imperial Guard force that is of an appropriate points value to the current battle being fought up to 12' in from their table edge.

4) Place the Khorne force up to 6' in from their table edge.

5) The Khorne player goes first.

- MISSION OBJECTIVE -

To Collect the most skulls in the name of Khorne! Whichever player has the highest Skull Count at the end of the 4 possible battles will win. In the event that an Imperial player defeats a Khorne force during the second battle, count it as an Imperial victory and an embarassing defeat for Khorne!

- RESERVES -

There are no reserves in this scenario.

- GAME LENGTH -

Each seperate battle lasts for a variable number of turns or until one force is completely wiped out, whichever comes first.

- LINE OF RETREAT -

Units which are forced to fall back will do so towards their deployment edge or area by the shortest route possible, using the normal Fall Back rules.


Week6 - Lord Inquisitor Coteaz

Corteaz has entered the Agripinnaa system, fresh from his efforts against the daemon incursion on Nemesis Tessera, and his flagship is primed with bay after bay of cyclonic torpedoes.

Week6 - Crisis at Agripinaa

With the Imperium's defence of the Cadian Gate focused upon the vital worlds of the Cadian system, other sectors find themselves facing the full might of the Despoiler's invasion with little hope of reinforcement. Almost every world in this lynchpin sector has seen its defences ground down, and even the mighty defences of the fortified Hives of Agripinaa itself have begun to buckle under the relentless pressure

Week6 - Event

"Storm Break"

This card affects the Agrapinaa in favor of the Forces of Disorder. Card Description: The flaring edges of Warp Storm Baphomael roar and seethe with unnatural life, making warp travel extremely dangerous and unpredictable.

Week6 - Event

"Kharn's Rampage"

This card affects Tabor in favor of the Forces of Disorder. Card Description: Kharn the Betrayer has been unleashed upon a Hive World in the Agripinaa Sector, and his count of skulls taken is rising into the tens of thousands. It seems that nothing can stop him, and more and more servants of Khorne follow in his wake, drawn by the scent of indiscriminate slaughter.

Week7 - nothing to report

Week8 - As the last reinforcements gather

Those sectors not cut off- Cadia, Agripinaa, Belis Corona, Scarus and Chinchare. The forces of the Order and of Disorder are set against each other across the warzones of Cadia, Scarus, Agripinaa, Belis Corona and Chinchare. Each is intent upon nothing less than the total and utter destruction of the other.

The END ##Agripinaa##

The industrial heartland of the Cadian Gate lies in ruin. Though the Imperial Navy controls space, many worlds of the sector are lost to anarchy and destruction. Agripinaa itself may stand, but without the Agri-worlds of Yayor, Ulthor and Dentor, its populace may yet starve to death, and without the vital materiels provided by the Hive worlds of Albitern, Amistel and Tabor, its mighty forges may yet fall silent. With Typhus, Herald of Nurgle consolidating his grip upon the Ulthor system, as if claiming it as the capital of a nascent, plague-ridden empire of his own, it is apparent that the taint of Chaos is well and truly upon the Agripinaa sector.


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