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Defense of Jyvaskyla Main Page

Defense of Jyvaskyla Main Page
defense-of-jyvaskyla-mini-campaign
THIS CAMPAIGN IS NOW COMPLETED, DARK ELDAR VICTORY, ALL HAIL GARGOLMAR!




JYVASKYLA, LOST PEARL OF DAMOCLES, M41.745







Jyvaskyla is a planet on the fringe of Damocles Gulf, near the Tau territory. Mostly covered in snow and ice, the planet has several low grounds around the mid-lattitudes that are covered in marshlands and mountains, with pine forests on occasion. The climate is cold and harsh, and many Imperial citizens who were forced to live in these conditions die from frostbites and other illnesses if not educated properly.

The importance of Jyvaskyla is its mineral potential. Undiscovered beneath the ice, there are many elements to be found here, minerals like elementium is rich within the mountains, and other crystals that are hard to find around the galaxy seem to flourish in this planet. The planet itself was discovered and named by Rogue Trader Vernician Holt in M41.221, and was marked as "Highly Profitable" by him on the Adminstratum databanks, which got him a big payment as the discoverer. (This is a common trick amongst Rogue Traders to gain some "explorers fee" from the Adminstratum, which in this case to be proven correct, much to the surprise of Holt himself, who ignored the planet after marking and moved on)


The expression of Holt after learning about the planet

The Adminstratum quickly sent a missive to the Mechanicum, and a large colony was sent to the planet with several hundred Mechanicum machines. The colony quickly grew in size over several hundred years. This took the Tau water caste's attention.

The Tau Empire, ever growing, were hit by the Damocles crusade around M41.742. After months of massive clashes, the Tau Empire began peace talks with the Imperial Commanders. The planet was forgotten during the crusades and the talks afterwards, but the ever-pragmatist Tau's quickly sent a taskforce to the planet to capture the mining facilities and assimilate the human population within. It took the task force several months to sattle down and get the local population to recognize them. The colony, forgotten by the Imperium, quickly got used to their new system of governement and even the local PDF slowly adapted itself to the open-handed Xenos.



The Tau, Trying to gather information about the humans

In the beginning of M41.743, an Ork Rokk, probably cast away and lost within the warp crashed nearby the Espoo Mining colony, The biggest mining facility on the planet. The Orks, led by the notorious Orkunc Epdovdu, quickly spread through the swamps and the forests, and grew in size faster than the Tau can even understand. Dedicated to protect their new citizens, the small taskforce started cleaning up the marshlands which is a massive task itself.

The Rokk's fall took the attention of the Imperium, whom were already on lookout for any foreign objects and aliens, due to Hive Fleet Behemoth's slow approach near the Gulf. The Adminstratum gently asked the Angels of Salvation chapter to send a small force to check the colony. Already got its hands full with the incoming Tyranid manace, and the ever-present threat of the Tau Empire, the chapter could only send a small cruiser with several dozen marines.


The Damocles Gulf


After Master Hercules' initial sweep of the planet, the reality of the situation came to surface. The planet was filled with xeno symphatisants and xenos taint. But it was not beyond salvation. The Angels of the Emperor somehow has to save enough of the colony to continue the Emperor's holy work on the planet while delivering the justice to the xenos and the supporters. They must purge this virus without damaging the host, almost like a needle to remove the poison from the body. A precise and cunning task but only the Angels can deliver us from this evil.



While all this happened, another force, distant from eyes and ears and other ways of detection slowly emerged from the webway. A dark and sleek craft, with many spikes and sharp ends, the Yrethrath, "Hate", aptly named, was the flagship, and probably the biggest ship Gargolmar had. It wasn't that big compared to the Imperial warships, but like every venomous small creature, Yrethrath had a small cadre of elite warriors, deadly in every aspect of war, and was more dangerous than most of the warships in the galaxy.
Gargolmar had a plan of his own. Unsure and not satisfied with the work of his newfound ally, and ever paranoid, he continued his quest to find the relics to finish up the key for the...well lets keep it secret shall we? He arrived to Jyvaskyla, believing that one of the pieces was to be found here, since the planet itself was one of the first maiden world prototypes.

These four forces will decide the fate of this small world. Filled with children, and women, and other little creatures, waiting to be delivered from evil. It is probably just another confrontation to be forgotten in millions and billions amongst this galaxy, but in this time and space, according to these heroes and villains and the natives of Jyvaskyla, this is the most important few months of their lives!

FORCES OF THE CAMPAIGN

Angels of Salvation



The Angels firmly believe that this planet can be delivered from evil. They are limited in numbers, and are lacking supplies and armour, but they have faith and guts to count on, with experience and hate to live with. They will either do or die trying to purge this world from all the xenos, and convert the population to believing his excellance the Holy Emperor. They must start this holy quest by either planetfall or safe landing. They could capture and make a city their base, or rush headlong to the xenos. What will they do? Where will they go? Only Brother Hercules could answer that, his already troubled mind thinking these questions these very moments from his small cruiser, deciding the fate of this small world, watching the tiny sphere from his viewport with an intense stare.

       Special Units of the Jyvaskyla Campaign:

Brother Hector and Squad Gladius:

After the rebellion of High Apostle Malkevan, Imperial forces had lost their power on planet Piscina VI. Second Company of Angels of Salvation, the nearest Astartes force, had engaged the traitors. Having the control of the area, traitors positioned their defence forces well, most likely impossible to penetrate. By Master Hercules command, Brother Hector lead the drop pod assault into the heart of traitor forces. Traitors didn't expect an assault as bold as that one. As the drop pods hit the ground, their tanks began to explode. Within minutes, traitors' defence line was scattered. Only Brother Hector and the Astartes was standing.


Squad Gladius counts as a tactical squad that must be taken exactly as it is written below for 275pts.


Wargear:

Sargeant Hector is armed with a Combi-Melta, Powerfist, frag grenades, melta bombs. The squad has one brother with meltagun, one brother with either a meltagun or a multimelta. The squad also has a Drop pod (calculated within the points) with a locator beacon.


Special Rules: ATSKNF, Hit them fast! Hit them hard!, Armorbanes.


Hit them fast! Hit them hard!: Brother Hector's squad must enter the game via droppod assault.


Armorbanes: Brother Hector is leading Squad Gladius. His squad must be deployed exactly same for all games. The squad must shoot and assault to the nearest vehicle. They have the Tank Hunters special rule.


                                WS   BS   S   T     W   I   A   Sv   Ld

Brother Hector        4      5     4   4     1   4   2    3+    9

Squad Gladius       4      4     4   4     1   4   1    3+    8


Terminator Sargeant Fabiel (235pts):

Terminator sargeant Fabiel leads terminator assault squad Malakim (4terminators)

Wargear: TH/SS

                          WS  BS  S  T  W  I  A  Ld Sv
Sergeant Fabiel  5      4    4  4  1   4  2   9  2+

Special rules:

Unstoppable: The will of reach to the enemy is unchainable in the mind of Sergeant Fabiel. Nothing can stop the march of his squad, not some wall, nor a concrete bunker wall. As long as Fabiel is alive the squad malakim has move trough cover universal rule while making an assault move. Sergeant Fabiel has feel no pain universal rule.

Deaf to commands: In battle Fabiel does not listen to any command from his superiors. But his successes grant this exception to him. As long as Fabiel is alive Squad Malakim is subject to rage universal rule.




Dark Eldar


Gargolmar is here to find one thing and one thing only. One of the several keys he is searching for to find the massive ancient eldar-tech weapons platform may be on this planet, as his advisor Lilith said after one of her meditations. The key may be anywhere on the planet, but several museums and vaults have artifacts and objects found on eldar ruins all across the planet. Gargolmar could start his search from these places, found within the cities, or he could go after some other way logical to himself. He has a dedicated small army of psychopaths and killers, all drugged up and ready to follow him to whatever end. Loot, plunder and slaves are to be found for the corsairs, after all, its a pirates life for them.


       Special Units of the Jyvaskyla Campaign:

Sima Yi:


WS  BS  S  T W I   A LD SV:

  6     5   3   3  1  6  4   9    3+ 


An incubi squad may have Sima Yi as a Klaivex upgrade which costs 65 points.


Sima Yi comes with Murderous Assault and Onslaught powers. He's armed with demiklaives.


Master Tactician: An avid Do player, which is a ragicide like board game played quite enthusiastically in the old eldar Empire, master Sima Yi knows much about positioning each piece on the board. He believes that real time tactics can beat pre-made strategy at any given time.   Before the dice roll for the siezeing the initiative is rolled, Master Yi can change the position of his squad, and his transport if necessary within the normal deployment range. He cannot benefit from this bonus rule if he's joined by Gargolmar though, as his tactical genious is mostly ignored by the eccentric archon.


Kata Training: Usually found within his dojo, Master Yi often practices with his two handed klaive. He is quite gifted with the way of the sword in both offense as well as defense. Master Yi has a 6+ Invulnerable save in close combat, which counts as him parrying the clumsy enemies blows aside.


Hasaraleth&Grimes


WS BS  S  T  W I   A LD SV:


  4     4   3   3  1  5  1   8    5+


Must be taken together with Kabalite warriors. 22Pts total. Hasaraleth counts as the squads heavy weapon bearer.


Grimes has the "100th Coffee" and "I made coffee during Panacea wars" special rules

Hasaraleth has the "Motherf*cker” and “Fuck this shit " special rules



Grimes: Armed with splinter rifle. 
Special Rules:



I made coffee during Panacea wars: Grimes haven't seen much campaigning, well, in fact he has, but he hasn't been inside the conflicts itself. This somehow created an unlucky streak for him, and he noticed he has been the target of missiles lately. Any weapon including the name rocket, rokkit or missile that is shot at a unit(or vehicle) within 6" of Grimes has a chance to hit him if the "to-hit" roll comes either 1 or 6. This represents the rocket going off course straight to him!. He is free to roll any saves he can against this missile.



100th Coffee: Loving each and every brand there is, Grimes never goes into combat without drinking coffee. After a while the caffeine has a special effect on him, where he can see the life unfold before him in very....very slow motion. Grimes has the stealth special rule, this does not effect his squad.


Hasaraleth:


Special Rules:



Motherf*cker: Hasareleth never goes anywhere without his beloved splinter cannon, Motherf*cker. Since his troubled childhood in a clone hive orphanage, Hasareleth, used his weapon to solve his every problem and he seems satisfied with it. With passing years, he used his little knowledge about tinkering to upgrade his cannon to a motherfucker, and thus born The Motherf*cker. Motherf*cker lets Hasareleth to re-roll his unsuccessful to hit rolls while shooting. To simulate this, owning player must shout MOTHERFUCKERS! while using this ability.



Fuck this shit: Hasareleth does not give a single damn, and he is done with this shit! Being an open person by nature, he shares his world view with anyone or anything nearby while spouting curses and spit from his mouth. The moment he sees an enemy, he tells them what he thinks about their gender and pulls the trigger. Hasareleth must take a leadership test at the start of every shooting phase, or must shoot at the nearest enemy unit visible. He takes this leadership test with his own score of 8, but it is reduced to 7 if Grimes is alive, while telling him obscure secrets about coffee and giving him a goddamn fucking headache!

 




Orks



The Orks, after crashlanding their rokk to this planet, quickly started their default pattern of "spread, adapt, destroy and build" stratagem. The small clans, all somehow connected to Orkunc spread out all over and caused mayhem and mischief to both the colonists and the Tau taskforce. But Orkunc has more in mind. He doesn't just want to cause problems. He needs to repair his rokk and get off this planet after beating every living non-green thing to pulp. To do this he has to start controlling his forces and gathering them back. Some of the lesser bosses might think they can live and rule on their own but this will not do! Orkunc needs to beat opposition to prove he is the boss, and meanwhile capture strategic places to get his meks to start repairing his space vessal. Multitasking? Easy job for an Ork!


       Special Units of the Jyvaskyla Campaign:


Benim 2 tane nobum olsun. Avalı Turna ve Aşin Aygır... Bunlar mantarlık arkadaşıymışlar, yedikleri grot ayrı gitmezmiş. Aynı squige sıçtıkları bile sık olurmuş. Bunlar büyüdükçe çok sıkılmışlar. İkisi de Lawful orklarmış ve Chaotic Evil davranamıyorlarmış. Sonunda buralarına (mantarın tam başına birleştiği yer) gelmiş. Birlikte oymaktan ayrılmışlar, gidip Vulcha Boyz'a katılıp, stormboy olmaya karar vermişler.


Oradaki disiplin ve düzenli, baskıcı kötülük çok hoşlarına gitmiş. Birlikte acemiyi tamamlamışlar ve disiplinli (ve mutlu) orklar haline gelmişler. O günler, ikisi için de çok güzel günlermiş...


Eğitim bittikten sonra, beklenmedik bir sürpriz, arkadaşlıklarının ortasına gülle gibi düşmüş... Aşin Aygır, yüksekten korkuyormuş! Stormboyz'un uçmakla ilgili bir şey olduğunu geç öğrenmiş ve kaç kez denerse denesin, korkusunu yenememiş. Avalı Turna göklerde yeni arkadaşlarıyla uçtukça, Aşin Aygır yerden onları izler olmuş. Zamanla araları açılmış ve birbirlerine kıl olmaya bile başlamışlar. Avalı Turna brövesini alırken, Aşin Aygır buruk bir yürekle oymağına geri dönmüş.


O günden sonra uzun süre karşılaşmamışlar. Aşin Aygır, acemide öğrendiği disiplini kendi boylarında uygulamak için elinden geleni yapmış ve başarmış. Bütün oymaktaki en sert ve acımasız nob olmuş. (Yüksekten korktuğunu bilen bütün orklar ölmüşler. Sadece bir tanesi Başmuhandız Orkullan'a yanaşıp, deffdread olup kurtulmuş (Dabıl Çiiz) ama o da azıcık delirdiği için (ve deffdreadinin hoparlöründen çıkan hiçbir ses anlaşılmadığı için), kimseye bu sırrı söyleyememiş. Aşin Aygır, oymağın ileri gelen noblarından biri olarak, o günden beri savaş alanlarında akmış...


Avalı Turna, stormboy nobluğuna kadar yükselmiş. O da disiplinli ve sert bir nobmuş ama hızlı yükselmesini sağlayan asıl şey bu değilmiş. "Hızlı yükselmek" sözünü biraz literal algılayan Avalı Turna, rokkitpackinde sürekli değişiklikler denemiş. Başmuhandız Orkullan'dan zamanında öğrenmiş olduğu "aftaburna" toknolojisini kullanarak rokkitlerinde kurrekşunlar yapmış ve gerçek anlamıyla "hızlı yükselir" olmuş. Bu sayede emrinde bir sürü çocuk toplanmış ve savaşlarda uçup kaçmışlar...


Avalı Turna, Vulcha skwad içinde kıskançlığa kurban gitmiş. Zakstrukk'un yancılarından birisi onun "hızlı yükselmesinden" korkmuş ve bir kaset skandalı patlatmış. Avalı Turna, o kasetteki squigleri hayatı boyunca görmediğine yemin billah etse de kimseyi inandıramamış ve nobluktan istifa edip, sıradan bir vulcha olmuş. Bunu da kabul edememiş ve kendisine sadık adamlarıyla birlikte eski oymağına dönüp, tekrar Orkunç Epdövdü'ye katılmaya karar vermiş.


Avalı Turna ve stormboyları oymağa geleli daha çok olmadığı için, henüz Aşin Aygır ile aralarında bir didişme olmamış. Ama Aşin Aygır, en büyük sırrını bilen tek kişinin Avalı Turna olduğunu biliyormuş ve gümbürtünün kopması an meselesiymiş.




AŞİN AYGIR (Boyz Nob)  (55puanlik bi nob olarak upgrade bu)


WS BS   S  T  W  I  A LD SV:

4     2   4   4  2   3  3   8    4+


Asin Aygir is armed with a Power Klaw, ‘eavy armor and a bosspole.


Special Rules:


KLOSE ORDER DRILL: If Asin Aygir himself is within 6 inches of another Ork unit, that Ork unit can use his leadership. Count the distance from the model itself, not the unit though.


LEAVE NO ORK BEHIND!: Aşin Aygır'ın birliği herhangi bir nedenle kaçacak olursa, Aşin Aygır kızgınlıktan delirir. Yeniden Ld attırmak için 1 değil, D3 ork öldürür.



AVALI TURNA (Stormboyz Nob)  (55puanlik bi nob upgrade bu)


WS BS  S  T W   I  A  LD SV:


4     2     4   4  2  3  3   8    4+


Avali Turna is armed with a Power Klaw, ‘eavy armor and a bosspole.


Special Rules
Unnecessary Conflicts:  Avali Turnanin unitesi Asin Aygir’in 6” ine girerse ikisininde LD si 7 ye duser.


AFTABURNA!: Avalı Turna'nın çetesi rokkitlerinin ek hareketi için atılan zarı yeniden atmayı seçebilir. Ancak bunu yaparlarsa, ikinci zarda bir orkun kaybolması olasılığı yalnız 1 gelmesinde değil, 1-3 gelmesinde söz konusu olur.



Tau Empire



The taskforce Theta, sent by Sheshn'al Et'aa Nadré of the Ethereals started this operation way back. They have the trust of the colonists and the means to destroy the Ork threat to save their new citizens, but they are limited in numbers and cannot be in all places at once. With the coming of the Imperial Marines and the piratical raids of the Eldars, they may lose the trust of the colonists, which may cause an uprising. If this happens, the task force commander will have more in his three fingered hands than he can handle. The Space Marines have a curious effect on the citizens, making them solid believers in first sight, so the task force must solve this problem first. The will of the Ethereals must be done for the greater good! If not, our lives have no purpose!

           Special Units of the Jyvaskyla Campaign:


Shas'ui Johnson

A human soldier recruited as part of the "human auxilarries" project at M41/688 Johnson rose to the rank of Sergeant in his squad with heroic deeds and battle prowess, soon taking attention of Commander Frostbrand he was suggested as part of the future recruitment program into the Tau Military Academy along with a dozen other humans from different parts of Tau Empire. After 6 years of training only he emerged as a graduate of this protoype program for human assimilation and started his new military carrier as a Fire Warrior, to increase in ranks fast till he became the Shas'ui he is now leading a full squad of Pathfiners. He is a giant of a man, a bit suspicious for human eyes maybe, standing at 2,20m tall but this took no notice of the Tau, already shorter than humans anyway. Though unknown to his new people, he harbors a dark secret...


One Pathfinder Shas'la may be upgraded to Shas'ui Johnson instead of the normal Shas'ui upgrade for 50 points. He may not take any additional gear from the armory and must be fielded as follows.

--------------------------

Unit Type: Infantry


WS BS S  T  W  I  A Ld Sv

  4    4   4   4  1  4  2   9  4+


Wargear: Pathfinder Carapace, Pulse Carbine & Markerlight, Hard-Wired Target Lock


Special Rules: Scout


Leave No Man Behind: Shas'ui Johnson leads by example and is liked by all soldiers under his command, be them tau, men or kroot. His unit can regroup even when below half strength as long as Shas'ui Johnson is alive. This ability works exactly like a Bonding Knife.


The Dark Secret: Shas'ui Johnson as he stated to his superiors in academy before, (but maybe not exactly "stated" some details) is hunted by his imperial regiment which he abandoned long ago to live a distant life from the imperium of men. In any game where the opponent is playing Dark Angels or one of it's successors the opponent counts as claiming one extra objective if they "capture" Shas'ui Johnson in close combat either by wounding or as part of a sweeping advance; In scenario's that use kill points Shas'ui Johnson's squad grant 1d3 extra kill points if wiped out in melee.


Still No Fear: If Shas'ui Johnson is the last man remaining from his squad he is subject to the rules for "And They Shall Know No Fear" from that point on.


Vre'Shashimin

Shas'Vre T'au Shimin Mont'yr or more commonly known as Vre'Shashimin is the hero of Dal'yth sept and veteran of many battles.  She pilots her Broadside Battlesuit Bái'Hü. Grand grand-daughter of the legendary Commander Puretide Vre'Shashimin was trained by her father in the art of commanding from a very early age. Though all the commander training turned out not to be her kind of duty since she proved her recklessness mission after mission, leading to her being someone on the recieving end of orders instead of the comander her father wished her to be.  Given under the command of Commander Frostbrand, a friend of the family they fought on different battles together campaign after campaign.  She is known as a "hot-head" among battlesuit pilots, a "legendary war hero" among fire warriors and a "Huge problem in your ass" among the Commanders.  She still rides the ancient battle-suit Bái'Hü removed from the northern centr of her Grand grand-father's hall of monuments; in which she trained most of her years. The suit lacking updated software and recent more compact hardware, and its pilot usually not caring... 

Vre'Shashimin may be fielded as a 'Monat' (single model unit) or as the Shas'Vre of a Broadside Battlesuit Team for 130 points. She may not take any additional gear from the armory and must be fielded as follows.

----------------------

Unit Type: Infantry

WS BS S T W I A LD Sv
   3    4  5 4  2 3 2  8   2+

Wargear: Bái'Hü (XV88 Broadside Battlesuit), Master-crafted Railgun, Smart-Missile System, Hard-wired Target Lock, Hard-wired Blacksun filter, Auto-Stabilization System, Ejection System.

Special Rules:

All Power to Weapons: Here we'll be describing shaking screen scene zooming into Vre'Shasimin's face while she is piloting Bai'Hü screaming pointlessly like she is recieving the pain the robot she is piloting recieves Voltron style. Shimin can choose to overload her railgun or SMS choosing which one before shooting this phase. If Railgun is chosen draw a direct-line from Shimin extending outward 72" in any direction ignoring any intervening terrain, walls, etc. Every unit with at least one model under the line suffers one S 10 Ap 1 hit, vehicles suffer the hit from the side Shimin is in related to them. If SMS is chosen Shimin fires her SMS using the following profile as inconsistently flying rockets fill the screen all going in different directions etc. Range 30" Heavy 8 S 5 Ap 5. After using "All Power to Weapons" Shimin can not do anything in the next opponent's and Tau turns willingly, such as moving, shooting, running and voluntarily going to ground as she is exhausted from the ordeal. Other models in her unit can play as normal, except for going to ground voluntarily. 

Ejection System: If shimin is the last model to be removed from her unit she may utilize her Ejection System as per normal Ejection System rules except she has her father's rifle with her all the time. To ease the Ejection System rules her stats will be as follows with the addition of the rifle.

   Unit Type: Infantry

WS BS S T W I A LD Sv
  3    4   3 3  1 3 2  8   --

Wargear: Pulse Pistol, Rail-rifle.





Beta 0.6, Tau 2. karakterinin puani eksik, yoksa tamamiz gibi.

Ricam herkez birbirinin ozel karakterlerini okusun. Bisuru emek gitti yazilmasina, ve background vermis olan insanlarin verdigi backgroundlari aynen yazdim.





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Tartışma

gazlıyım buralarda böyle.
Negzel işte, zamansızlık fena şey :(
Hain Johnson ve Hasareleth&Grimes'ı çok beğendim hakkaten :)
o totoş çok yaşamaz...



ya da
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