Defense of Jyvaskyla Main Page

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
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.

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!
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

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.
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

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

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