And now for something completely different...
Name:
Yunthar
IV
Segmentum:
Segmentum
Ultima
Sector:
Badab
System:
Yunthar
Population:
2,400,000
Affiliation:
Contested
- Imperium/Mutant Partisan Forces
Tithe:
Solutio
Tertius
Class:
Knight
World/Penal World
One
of the earliest settled regions in the Badab sector, the Yunthar
system was attractive to the original pioneers due to its proximity
to the already established Pireaus system and large quantity of
habitable worlds orbiting it's twin stars. Originally an agri-world
by dint of it's temperate weather patterns suitable for farming,
Yunthar IV was formerly the most densely populated and developed
world until the advent of the [REDACTED] caused the population to break into factions. The loyalist forces, led by the knight house Sarkis,
were forced to deploy their stockpile of atomic weapons during the
subsequent fighting. The planet's two mega-continents, Attacia
&
Laconia,
suffered numerous nuclear salvos and large swathes of both the land
and surrounding oceans were rendered uninhabitable. The remaining
population was herded into great dome cities which now dot the
northern and southern tips of Attacia
and
Lacnoia.
There
are two settlements of note, Turnia
in
the north of Attacia
is
the ancestral seat of House
Sarkis
and
is the center of the planet's culture, while Amykles
on
the southern edge of Laconia
boasts
the planet's only independent space port and is owned by a council of
trade consortiums.
Yunthar
IV has two moons, known as Kythira
&
Antikythira,
both are lifeless hunks of rock. Worship of the Emperor falls within
an orthodox interpretation, though there is a particular focus
locally on themes of martyrdom and personal sacrifice which borders
on concerning to outside observers. Needless wastes of life or
material on last stands or rear-guard actions is endemic to Knights
or Guard units hailing from Yunthar
IV.
The
surviving forces loyal to [REDACTED] were enslaved after their
surrender and set to repair the wide-ranging damage done to the
planet's infrastructure; but as the war consumed the wider sector it
was decreed by the Sector Governor that Yunthar IV would be the
destination of any rebels captured in the fighting deemed useful
enough to serve the Imperium in other fashions. The decree was never
lifted, and while the fires of war have been extinguished, Yunthar IV
is still the eventual destination of any heretic, mutant or fugitive
apprehended in the wider Badab sector who isn't summarily executed.
These unfortunates are doomed either to serve as one of those
condemned to reclaim the blighted land of the planet and battle the
mutant hordes loyal to [REDACTED] who live there, or to be claimed as
part of the planet's tithe to the Star
Phantom's
Adeptus
Astartes Chapter as part of the settlement of the [REDACTED]
conflict.
Yuntharian
society is organized into a rigid caste system. At the top are the
hereditary holders of the Questor Imperialis, House
Sarkis.
The knightly house maintains a relaxed grip on the planet as a whole,
the nobles making up the house having forged a close association with
the Star
Phantoms
Space
Marines and
are largely absent, serving in some crusade or another. The next
caste are the families associated closely with the Sarkians,
household guards and attendants, cadet houses and the Sacristans who
maintain the nobility's machines. They are drawn from the families of
the original colonists and maintain strict separation from outsiders,
both of their own caste and off-world. The descendants of convicts
and freed slaves, the third caste makes up the second largest
demographic of the planetary population and have the uneviable task
of maintaining and expanding what small amount of arable land exists
upon the blighted planet. Members of the third caste live outside the
dome cities and are dependent on them for aid and supplies, but are
otherwise free to go about their business in whichever manner pleases
them. Their work is given incentive by the fact that any land they
reclaim or conquer becomes theirs by right, and is passed down to
their family in perpetuity. They are also the primary holders of
slaves on the planet. The final caste are the newly arrived convicts,
mutants and confirmed descendants of rebels which make up the bulk of
the planet's population. Recently arrived convicts are dropped off by
a ship in either Turnia
or
Amykles
to
serve as laborers, but discipline is often lax and escapes into the
irradiated wastes are common. Members of the lowest caste have no
rights or standing under the law, they may be exploited, enslaved or
killed freely by their superiors or members of their own caste.
The
young nobility of House
Sarkis often
organize raids into mutant and convict held territory in the central
regions of their continents to cull the population and hone their
skills. These sorties are are of interest to the wider sector as a
useful training ground for units of the Imperial
Guard or
Star
Phantoms
to
gain experience fighting against mutants or radioactive environments.
Though there are occasional reports of [Redacted] activity, none has
been confirmed by Imperial authorities to date. Beyond its use as a
proving ground, Yunthar
is
also a common pilgrimage site for members of the Adeptus
Mechanicus interested
in the many ruined vehicles underneath the planet's blasted surface.
Prologue
Freed
from the terrors of the Badab War,
the eponymous sector has largely rebuilt itself from the inferno
which gripped it centuries prior, though the legacy and threat of the
Blackheart still looms large in those deemed worthy of such
knowledge. While subject to an Edict of Obliteration,
information about the conflict still filters down to the common folk
of the sector in the form of legends and the occasional war machine
dragged out of the ground. After the defeat and flight of the Astral
Claws into the Maelstrom,
governance of the sector was turned over to Star Phantoms
chapter, who have spent the
intervening centuries rebuilding the shattered remains of the sector.
With newfound authority, the Star Phantoms reorganized
the structure of the region to fit within their regional goals,
reinforcing the northern systems against incursions form the
Maelstrom and
restructuring the supply lines to support the newly minted ring of
fortress worlds. The Yunthar system
was not spared these changes, and the devastated seat of the system
Yunthar IV was
repurposed into a recruiting and training ground for the crusades
which regularly originate from the sector into the warp storm to the
north. It is common for the Star Phantoms to
recruit their initiates from the ever replenishing ranks of the
convicts of Yunthar IV,
and the penal and knightly household troops from the planet are
considered to be the sector's premier mechanized infantry.
The
current Chapter Master of the Star Phantoms,
a four century old veteran of the Badab War by
the name of Kathal has
called for a renewed crusade against the traitors lurking within the
warp storm known as the Maelstrom,
and has ordered the Yunthar system
to furnish ten regiments for the war effort. House Sarkis
has pledged a number of knights
to the effort, and has proffered a full three regiments, one to be
drawn from their household guards (such as the Yuntharian
138th Mechanized Infantry, 'Yeoman's Pride'),
with the other two to be made up of penal legionnaires drawn from
planetary convicts. Wishing to put up nothing but the absolute best
that their planet can manage, the Baron of House Sarkis,
Spiros has put out an open call
to any Freeblades, Mercenaries or other assorted scum of their planet
that the units with the highest numbers of bounties collected in the
coming annual purge of mutants will be considered for off-world
service. The dregs of Yunthar, desperate
for a way off of their world have eagerly accepted the challenge.
Briefing
[Hand
out copies of Yunthar
IV overview
for players]
Meeting
in the gutted remains of a mutant town with the nine meter tall
quartered yellow and green Paladin known as the Titanium
Scorn being repai by mechanicum priests on a ridge nearby, the Player's commander, a
Mercenary Major by the name of Fuljov
Pityeph
hoping to get he and his unit off this nightmare of a planet,
addresses the troops of the 15th
Irregulars
with the following encouraging message:
"We
were sent here as the the Emperor's castaways. We are those who have
been denied his light, his love, his mercy. We have a chance now to
redeem not only ourselves or our ancestors, but our descendants, to
give them a life beyond this barren hell of a world. We are tasked
with eliminating those who offend him by their very existence, and by
the will of the Emperor, we shall not suffer the Mutant to live. May
your aim be true, and may the Emperor grant you the hate to see you
through."
Whatever
the composition of their forces, the players have been tasked with
engaging the eastern flank of the Mutant partisan forces defending
Hopeless, a
fortified town on the edge of the Teygetus
Range, a mountain chain
in the northeastern
corner of Attacia,
from the ensuing onslaught of one of the knight scions of House
Sarkis. The player's
unit is to tie up any relief forces which may try to relieve the city
from the attack of the Titanium
Scorn, and to protect
the knight scion from any attempts from anti-vehicle units to destroy
it once engaged. The pilot of the Titanium
Scorn, Acantha Sarkis is
known for her aggressive style, and it is considered a great honor to
serve under her.
Fuljov
hopes that they may be
given an opportunity to distinguish themselves, and has done his
absolute best to bribe lower caste members in the area for the best
intelligence on Hopeless
that one can manage. The
local partisan forces, lacking any formal designation, have simply
been termed Scum by
local and visiting imperial forces. The Scum
have been grouped into
four platoons, though it is noted by Fuljov
that this information
should be considered unreliable at best. Two platoons of heavily
mechanized infantry riding salvaged or retrofitted vehicles are
concentrated in the fortified town of Hopeless
itself, one is currently
patrolling along the nearby banks of the Rytian
river, equipped as a
harrying and reconnaissance force,
while the last is acting
as a reserve force to the north of the town and is rumored to be
equipped with a number of vehicles salvaged from the ruins of the
last war. The player's unit is to be supported by elements of the
Yunthian 138th Mechanized
Infantry commanded by
Major Rysad Portupolus
and the Isinian 389th
Artillery ('Lucky
Guns')
commanded by Lt.
Major Turonk Hikata.
Fuljov has
volunteered the 15th
Irregulars to lead the
flanking attack, Maj.
Portupous' 138th is to
shadow the Titanium Scorn
and Turonk's 389th will
stay in reserve and rain the Emperor's wrath upon targets called out
by the knight or the other units. After explaining the plan, the
Major dismisses his troops for the night and distributes copies of
the minutes to the unit commanders.
Day
1
The
attack begins at dawn. The weather is hardly cooperative, with a
radioactive sandstorm being whipped up by a system blowing in from
the west, dragging visibility down to less than a mile. The mutants
take this opportunity to scramble the disposition of their forces,
having caught wind of the presence of the Titanium
Scorn. Their commander,
a daring Scum of indeterminate gender by the name of Drappken,
has wheeled around one
of their Mechanical
Infantry regiments from
the city proper into the field to meet the enemy in the chaos of the
sandstorm. The storm lasts for four hours, requiring a Challenging
(+0) Navigation test to move forward in successfully. Three must
checks must be made before the unit finds itself on the eastern
approach of the town. After each check (whether successful or not)
the encounter table below is rolled upon:
1-7
|
Nothing
|
8-9
|
Mechanized
Scum detachment (2d10+2 Mutants equipped with stubbers, split
between two ramshackle vehicles each with a mounted heavy stubber)
|
10
|
Friendly
unit, 25% chance of accidentally opening fire.
|
Ferocious
fighting broke out between the Titanium
Scorn and mutant suicide
bombers with vests crafted from salvage melta grenades. Though the
attack was largely unsuccessful, a toe actuator on the right foot of
the Scorn was
damaged, but not enough to slow the machine down. Much like the war
machine they were guarding, the 138th
was bloodied but
unbroken, taking heavy casualties from a mutant psyker and supporting
infantry before bringing the unit down. The 389th
found itself largely
useless, the big guns of the Basilisk
having no cause to fire
even a single time. The approach to town was screened long enough
that the mutants were able to retreat down into the tunnels which
have been dug beneath the town of Hopeless
proper, but rear-guard
forces have been left to give the appearance of a fighting retreat.
Any attempts to probe into the tunnels is stymied by a number of
reinforced durasteel covers which have been pulled down behind the
defenders. These will take hours to melt through, even with the heavy
weapons mounted upon the Titanium
Scorn. The first day
ends with a short meeting by the quartet of commanders, then the
player's unit is rejoined by Pityeph
who explains the situation and bids them goodnight.
Night
1/Day 2
The
mutant counter attack comes just hours before dawn. Commando units
from the mutant forces creep close enough to nearly penetrate the
Imperial picket lines, managing to neutralize several guards before
their discovery. The Imperial units have only minutes before the main
body of the mutants are upon them, though Acantha
never exited her steed,
so the Scorn is
able to cover the rest of the Imperials as they rouse themselves for
battle. Several Scum units with heavy weapons have set themselves up
on the remains of the tallest structures in the town and attempt to
draw the knight's attention away from the main body of their forces,
who are currently weaving their way into the remaining buildings of
the town, attacking any troops who have set themselves up in the
structures and pressing their attack against the off-balanced
Imperials.
Canny
members of the player's unit will notice the telltale signs of a warp
incursion even before the first daemon bursts from the bodies of the
fallen mutants; patches of sudden cold, nosebleeds, visions of
horrific planes beyond the material, strange lights in the sky or in
the distance or simply whispers barely beyond the character's
hearing. Witnessing these requires that the player engage in a
Challenging (+0) Willpower and succeed or gain 1d10+3 Insanity
points. The daemons quickly stabilize the fortunes of the formerly
outnumbered and outgunned Scum, giving them a fighting chance. Though
the Titanium Scorn stands
as an impregnable bastion, the 138th
begins to wither under
the concentrated assaults of multiple Chaos Spawn. The Spawn begin to
rout the mechanized infantry, some of whom panic and call down strikes from the 389th
upon themselves instead
of retreating. The artillery obliges. The panicked units cease to be,
along with many of their attackers. The chaotic struggle is thrust
into the collective hands of the players from this point. The chaos
spawn are still attacking the remnants of the 138th,
who are either fleeing
or attempting to make their final stands. Acantha
is being forced to split
her attention between the chaos spawn and the heavy weapon units,
rendered unable to help the 138th
or the PCs. The 389th's
Major Hikata chatters
desperately for orders and updates on the situation over the vox. The
players have several options here, some of which aren't necessarily
mutually exclusive:
- Mow down units of chaos spawn until they are able to relieve the beleaguered 138th.
- Fight their way into the city and destroy the Scum's remaining heavy weapon squads, allowing the Scorn to devote its full attention back to the mutants in front of it
- Identify targets for the 389th, raining hell upon them.
If
successful, the players are able to break the back of the Scum's
forces, though the Drappken
and many of the mutants
have retreated deeper under the ground in the ensuing chaos. An
uneasy quiet settles over the battle as the midday sun bakes the
crusaders, little to heard beyond the screams of the dying and the
howling of the wind. The quartet has been reduced to a trio, Major
Portupolus lost their
life during the battle earlier on in the day, but the meeting
commences. It is decided that the surviving mutants post too great of
a threat to simply allow them to shimmy down into a network of
warrens underground. The Titanium
Scorn, supported by
whatever heavy weapons or vehicles remain, is going to burn holes
large enough for members of the guard to crawl through and pursue
them into the dark. Fuljov
informs his soldiers
that he has volunteered them for the honor of being selected for this
difficult task. The players are given the pick of whatever equipment
they may feasibly wish from the other forces, though truly outrageous
requests may require a Requisition test. After three hours of
preparation, they're told over the vox by the Scorn
that it has burned a
hole through one of the hatches large enough for them to crawl
through.
The
tunnels beneath Hopeless
are perhaps more
developed than the town above. The walls are lined with ferrocrete
and lit with lamps nearly the height of a person set within. There is
evidence of habitation as well, cookware, clothing, tents and
personal items are strewn about near the walls. Unfortunately there
isn't much time given to the players to investigate before the attack
is upon them, a wave of mutant infantry, backed up by a handful of
suicide bombers who attempt to slip to the player's rear before
blowing themselves up. Even if only partially successful, the suicide
bombers likely collapse large sections of the upper tunnel network.
The players can attempt to burrow through the rubble if they have the
necessary equipment, but in all likelihood they are forced to turn
back and attempt to go through a different hatch. The process can
repeat a number of times, but once they players successfully beat
back an attack they may move deeper into the tunnel network.
Deeper into the
network it becomes increasingly obvious that there is no way that the
Scum constructed these tunnels. They are made of advanced materials,
and look to be centuries old. The climate is pleasant, though the air
is stale and recycled. Disturbing the sound of klaxons is splitting
the air and the lights set into the walls are flashing rapidly
between yellow and red. A difficult (-10) Tech-use test allows the
party to conclude that the mutants have set whatever reactor powers
this place to overload. The players find almost no resistance until
they grow close to the reactor. A heavy weapon emplacement has been
set up in front of the doors, and the mutants manning it have
resigned themselves to dying from the enemy or the atomic fire that
they reactor is about to release. If the mutants are overcome, the
players have several means to disable or survive the coming
explosion:
- Run! If the players vox the rest of the units the nature of the problem and make a break for it as soon as possible, they'll escape in the nick of time.
- Prevent the meltdown through the use of proper procedures. This requires that the players pass four challenging (+0) Tech-use tests.
- Follow the same escape route which the Scum used to flee the tunnels. Taking this option requires the players to make four difficult (-10) Tracking tests.
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