Thursday, 14 March 2019

Ferrugo Pass: Tor Megiddo - part 1



The Ferrugo Pass is a winding path through the arid mountains in the far north of the Rhossum Primus continent of Tor Megiddo. The battles of the Yaike Yaike tribes across the Scorched Plain, before the last Red Wind, caught the attention of the Rustmen who ventured out into on to the Scorched Plain to investigate. No-one remembered a time when so many of the revered Rustmen came down from the mountains in one go. When the battles were ended by the Red Wind the Rustmen walked back to the mountain pass, heedless of the dust storms that can strip the flesh off a human in less than an hour.

Rumours started to grow that the Ferrugo Pass was the domain of half a dozen Tors: Ranged in size from the walking colossi (the smallest!) to some that are the size of cities. Stories began to circulate that most of them were still mobile and at least partially functional

The Yaike Yaike tribes, the Flesh Barons, the Red Church, and many others, all coveted the Tors for the wealth and power that controlling even one such legendary god-machine can bring.

A new cycle of exploration, adventure and War in the Sun begins!

The Factions

  • The Yaike Yaike Tribes
  • The Flesh Barons
  • The Red Church
  • The Cult Mechanicus

The Gangs

  • Anomaly Protocol
  • The Stash Riders
  • The Disciples of the Black
  • The Purebred
  • The Ashtown Wasters

The Tors

  • The Cauldron
  • The Anvil
  • The Monolith
  • The Throne

Campaign Outline

  • Opening moves
    The rumours of a dozen or more Tors in Ferrugo Pass spread like wildfire through the shanty towns and outposts across the Scorched Plain. Warbands gather supplies and equipment needed for the journey. The scarcity of supplies causes clashes as they all try to get the same gear.
    • [Play Disrupt Supply Lines or Recover Intelligence. The player with the highest total Resources chooses. Determine attacker and defender as normal (if needed)]
  • The Journey to The Pass
    A race across the desert battling each other and the denizens of the red wastes.
    • [Play Feint or Terror Tactics. The player with the highest total Resources chooses. Determine attacker and defender as normal (if needed)]
  • The Custodians of the Gate
    The Pass is defended - Rustmen, Skitarii and armed Servitors.
    • [Roll for mission as normal. Every Kill Team can add up to 30 points worth of gryns/Bullgryns and/or ADEPTUS MECHANICUS models. They never take Nerve tests and do not count as friendly models but are otherwise under full control of the respective player]
  • Entering the Cauldron
    The warbands delve into the darkness inside a Tor.
    • [Use the Ultra-close Confines rules. Roll for mission as normal].
  • The Heart of the Machine
    The Warbands discover the ancient treasures within, and terrors in the darkness!
    • [Use the Ultra-close Confines rules. Roll for mission as normal. Every Kill Team can add up to 3 "counts-as" Genestealers. They never take Nerve tests and do not count as friendly models but are otherwise under full control of the respective player]
  • The Flight from the Pass
    The expedition is only a success if you get away with the loot, and your life! 
    • [Play Ambush or Take Prisoners. The player with the highest total Resources chooses. Determine attacker and defender as normal (if needed)]
  • Conclusion
    Once back in the settlement the warbands might have to fight to defend their ill-gotten gains!
    • [Play Assassinate or Sweep and Clear. The player with the highest total Resources chooses. Determine attacker and defender as normal (if needed)]
For this campaign we are planning on using Kill Team rules (instead of the "new" Necromunda rules we used last time we visited Tor Megiddo). We will be playing "Open Play": Our teams will normally be 50 points worth of models, taken from any faction, but they will still count as Battleforged for the purposes of Command Point generation. We will only use the generic Stratagems - none of the faction-specific Stratagems will be available.


6 comments:

  1. That is awesome! Looking forward to see some battle reports and gain some inspiration. I really love the Tor Megiddo theme and it's nice to see that it's going on. The Campaign sounds very rich in variety and I can't wait till they enter the heart of the machine!

    I like the KillTeam rules and tried to create something like KillTeam28. But honestly, I'm stucked exactly at the point you've mentioned above. Will be awesome to see this in action.

    Keep on the great work and best regards!
    By the way, the artwork is pretty amazing.

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    1. Thanks Larsonic! I'm glad that you are enjoying our travels across the rust-coloured deserts of Tor Megiddo (I think a lot of your models would fit in perfectly there as well).

      I think that (for us at least) "less is more" when it comes to rules mechanics. We are stripping Kill Team back to a minimum to allow us to focus on the narrative a bit more.

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  2. Excellent! I really enjoyed reading along with your last Tor Megiddo campaign, and I look forward to what y'all get up to in this one!

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    1. Thanks WestRider! We are looking forward to it as well.

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  3. The Red Winds have subsided once more...Yay!
    Looking forward to more tales of Tor Megiddo :D

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    1. Thanks Castigator - can you hear the engines running?

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