Thursday, March 28, 2019

Corporation Focus: Kotu


Kotu have long been affiliated with the immigrant Van Saar House, though this alliance goes far deeper than most realise. 


In 278.M34 Farport along with several other worlds in the Aleph Sector were invaded by an Ork WAAAGH! Led by the Warlord “Gitstabba”. Up until this time the responsibility of arming and equipping the Planetary Defence Force was subcontracted to the Magna corporation, who had a supply agreement with a local Forgeworld who’s name was lost to time. Magna, had repeatedly neglected this contract in favour of more lucrative pursuits and so the defences of the world of Farport was woefully unprepared for the attack. The Van Saar, had long maintained their own armed force, which centred around the city of “Homestead”, a city of Van Saar founding. The whole planet of Farport fell to the Ork invasion save for Homestead which held off against Ork Waagh for weeks having heavily fortified the city. The primary defence of the city fell to Ober Coerator Gretel Kotu, a renowned military strategist. The siege was lifted after 2 months when the Shining Blades Astartes Chapter made planetfall, breaking the siege.

WAAAGH! Gitstabba

In the aftermath of the defeated WAAAGH! Magna, Hayden, Veritas and what would become Hydra sought to cover the mess that Magna had created. If Magna’s own failings were highlighted in the defence of the world, the other Corporations inadequacies may be highlighted. In the months that followed, the Corporate council and the Imperial Governor pinned the blame of the unreadiness of the PDF on the unreliable immigrant Houses, particularly Van Saar and of course Cawdor. With Van Saar, the Corporations pointed to a obscure corporate by-law stating that non-corporate and imperial organisations were forbidden from keeping formal military and paramilitary personell. Magna argued that if the Van Saar had tithed troops to the PDF as was proper then the Ork invasion would never have succeeded. This threatened to destroy the Van Saar immigrant House, who in M34 did not have the power to face down the Corporations. The Van Saar sought to distance themselves from Gretel Kotu, blaming her for the military forces under her command. This caused a schism within the House that lead to the creation of the Kotu Corporation. 
Ober Coerator Gretel Kotu

Thousands of Van Saar soldiers, despite the orders of the House, sided with Kotu. What’s more, her actions had not gone unnoticed among the nobility of the Aleph sector. Niloufar Zedah, young noble of the bloodline Thornglaive, genevowed of the Teglaagh Satrapy came to Farport. Niloufar Zedah while having a rich bloodline was in need of political power as her rivals had sought to oust her from her birthright on her homeworld of Krell. While she had intended an alliance of financial means, Gretel Kotu had what none of Niloufar rivals had - a well equipped and battle-hardened army. While Gretel had been condemned by little known corporate by-laws, she would be saved by one of the most well known. Gretel and Niloufar marriage ennobled Gretel, and with that, allowed her the right of forming her own Corporation. The newly named “Kotu” Corporation immediately shipped out to Krell where it violently suppressed the burgeoning tribal uprising and assasinated Niloufar’s rivals. By the end of the Krell uprisings 15 years later, the Kotu Corporation had gone from thousands of Van Saar soldiers to over a million mercenary soldiers and paramilitary personnel operating within the sector, forming security detail for numerous dignitaries as well as performing wet work for both nobles and corporations. 

Kotu resettled on Farport and while they had chased her away the fickle corporations now welcomed Gretel and her Corporation back with open arms. For her part Gretel held little ill will towards her former House, knowing they did what they had to do, even forming trading agreements that have lasted till this day. However Gretel and subsequently the Kotu corporation never forgave Magna for their actions. A bloodfeud between the two Houses has lasted ever since, while Kotu cannot hope to defeat Magna’s economic might, Magna cannot counter Kotu in any conventional war.

Today, Kotu are one of the primary traders and suppliers of military personnel and equipment not tithed to Imperial purpose, operating in multiple forms. Kotu have been hired by multiple planetary agencies across the Sector. Rumour has it they are on good terms with several Inquisitors who wish to maintain a lower profile when resorting to military solutions. Whether this is true or not is not known.

One notable issue the Corporation has suffered was the creation of the Federacy which plunged them into economic recession that has lasted since. Many contracts were with the Federacy worlds and losing these contracts was devastating. The Corporation was in no way able to influence the outcome of the Chaos invasion, simply able to ensure the protection of its assets. 

Thursday, March 14, 2019

Season 1 Downtime


Season 1 of the Zone 9 Campaign has come to an end. Now there is a period of downtime.

Downtime

New Gangers
Each existing gangs receive 250 credits. These credits can only be spent on new gangers and new ganger equipment, it cannot be spent on existing gangers.
These 250 credits cannot be retained, you spend it, or you lose it.

New Gangs
New Gangs starting from this point in the campaign will start with 1500 Credits and will be allocated 3 territories by the Arbitrator. This is the only way new territory can be generated, save by special plot events.

The Trade Post
The Trade post has not yet opened for all Gangs and so cannot be used unless explicitly told otherwise.

Zone 9
The Feral Orks in Zone 9 have been seen off, for now. The Zone has been sufficiently settled that groups are striking out to find that elusive entrance to Magna Petrum and "the Motherlode".

The Corporations, Ecclesiarchy and the Houses
Both the Corporations and Houses are still locked in stalemate over what to do over Magna Petrum. As soon as one faction announces a course of action another threatens war and the stalemate resumes. That does not mean that the Corpoations have been idle. Now that Magna Downs is up and running, groups of strange individuals start appearing with clear cover stories and intentions of seeking the riches of Magna Petrum. The Houses are still operating through the gangs themselves seeking to enrich the House with the power the Magna Petrum motherlode will reveal. 

The Corporations have obvious preferences for particular Houses over another. None of the Houses like the Cawdor, however the Ecclesiarchy do, and have been sending missionaries into the Zone. 


Other Factions
Honest Hans, Servile Sovereign Mining Consortium, Irada, Rex Auber and the recently arrived "Mom" and "Pop" Potts are active in Zone 9 and have ulterior motives, to the benefit or hindrance of the Gangs.

For all factions, some information will be revealed on each of the new characters that have arrived. In the coming days there will be.

Zone 9 Season 2
Season 2 of the Zone 9 campaign will be released over the next week. Any battles individuals wish to play in this time is to recover captured gangers.

Tuesday, March 12, 2019

Ork uprising stopped by Van Saar! Escher opportunists routed.

The Orks are an ever present problem across the Imperium which is incapable, or more likely unwilling to deal with issue.
Rex Auber, intrepid trader working to bring supplies to Zone 9, had hired the Van Saar gangers the Archeo-Reclaimers and the Protomen to defend his goods Caravan. 

Zone 9, having been abandoned by the Imperium, was desperately struggling for supplies to truly get back on it's feet, the archeo-tech rush having the poorest, most desperate, but also the most innovative and fearless flood the Zone. In this rush of need, in stepped and innovator, Jeril "Rex" Auber, has been determined for weeks to setup his trade post and start bringing supplies into the zone. Last week the Van Saar prospectors of the Archeo-Reclaimators and the Protomen secured a site for the trade post near Magna Downs, now, Auber has once again hired the two gangs to protect his caravan while it brings in supplies.


To say the least the land train of Rex Auber was heavily armed and supplied, with Storm bolters, and even a old Chimera transport at its head. 

Reports started early this morning of a massive explosion on the road into Zone 9. Rex had been trapped in his Chimera that had been immobilised by falling debris from the explosion. That most hated of species, the Orks, had gathered once again in numbers within Dirtside - the Imperium having repeatedly ignored the rising threat of unchecked spores for years in favour of their own greed. 

The Orks first skulked in the dilapidated shanty town off the side of the road. The Van Saar were unable to gain a bead on the ferals. However, reports from the Zone Pict feeds show the Golden Harpies also skulking in the ruins, giving the Orks a wide berth.

With an beastial roar, the Orks charged from the shanty town, head first into the guns of the caravan. energy and bullet slashed into the Orks, however the Van Saar have not been trained in how to deal with Orks like the Federacy Defence force, and did not know their weak points, and were unable to cut down enough the foul Xenos. If Farport ever threw off the shackles of the Imperium and joined the Federacy, all citizens as standard would be trained in how to kill an Ork with a single las-round; such training is why the Orks have not threatened Federacy for 50 years while still rampaging across the Imperium.

The Escher were happy to sit and watch the Van Saar fight the Orks who continued lay curtains of fire. The Orks, as their foul species is wont to do, haddled together while charging the expanse of ground, which was easy pickings for the Van Saar Plasma Cannon, obliterating entire groups of the beasts. But still they came.

Scarlet, the lone survivor of the Zone 7 massacre, was the first to fall, when a miscommunication between Van Saar led to her being shot with a plasma round before an Ork bludgeoned her into the ground. Two more Van Saar quickly followed suit, and the Orks tried in vain to cut their way into the Chimera. 

The Golden Harpies, opportunistically launched their attack upon the Van Saar, seeking to steal the supplies bound for Zone 9. The Van Saar made their House proud this day and refused to break despite the odds.

For an hour the battle raged, with the Orks managing to get their green claws on several crates of supplies only to be shot as they retreated. The Escher had it no better, having drawn the attention of the Orks, they started to prove a nuisance to the Escher.

It looked grim for the Van Saar, but after an hour of intense fighting there were piles of Ork dead, the gunning engine of the Chimera finally had a response, gaining traction and pushing itself clear of the debris. The orks, what was left of them retreated to skulk once more, having only taken a handful of trinklets. The Escher, not wishing to face the wrath of a fully operational Chimera retreated with their wounded and ill gotten gains.

The Van Saar had been victorious, though not without cost. Several supplies were lost, but Rex is reported to have been happy with the results. 

With the Trade Post finally up and soon to be running, many prospectors are looking to hunt down the hidden entrance to Magna Petrum. 

But how long until the Imperium swoops in and stamps its heel upon freedom and prosperity of humanity once more?

Sunday, March 10, 2019

Golden Harpies steal Cawdor Mine

The Golden Harpies, ever the opportunists, have exploited Hans' desperation for the Mines.
Normally Hans', ever paranoid, would not consider working with such a powerful gang as the Harpies, however the involvement of the SSMC had pushed his hand. Though, in truth it is surprising that Hans would work with a gang under such suspicion.

The Harpies launched an attack last week on the well defended Church of St Pyros. sneaking from cover to cover in the ruins surrounding the mine.

The word spreading is that the SSMC provided heavy support for the Church, having listened to a number of sermons and hymns they had gained a fondness for the Church. For their part, the Cawdor were increasingly familiar with the hairless void born miners.

Nevertheless despite the strong bond and vicious fight, the poisons, the Ambot and monsters of the Escher took their toll, forcing the Cawdor back.

Much to Hans' surprised, the Escher kept their word, though that was likely due to the promised 300 creds that Hans had offered for the mine, far above it's value.

Van Saar lay foundations in Zone 9

Zone 9 has for months now been nothing more than a shanty town of desperation and lawlessness. Last week that finally looked set to end thanks to the work of the Van Saar and "Rex" Auber.
The Archeo-Reclaimators and the Protomen, both determined to stop the opportunistic Escher, both set out to setup the site of the Trade Post, the first signs of civilisation returning to Zone 9.

Unfortunately, Dirtside still has a long way to go until it truly becomes civilised and shakes off the barbarism of the Imperium, and so, an argument and a fight broke out between the two gangs, clearly still wary of each other.

In the fight the Protomen were beaten back, and the Archeo-Reclaimators made the claim to Rex Auber.

Fortunately, the Protomen and Reclaimators managed to patch things up a few days later.

There is a long shaky road to the rebuilding of Zone 9, but the Van Saar have made a start.

Friday, March 8, 2019

Week 6. The Beast Rises

From the depths of the slums, from the twisted ruins of Zone 9, in the unexplored darkness, a rumbling.
Many in Magna Downs thought it was another ground quake, or a factorum generatorium in the plate above malfunctioning. But no normal thing could make that noise, no, human thing.
It was the sound heard across a million worlds, from a billion, billion throats. It was the sound of war across a galaxy, of Humanities oldest foe. One, that once it had its grip on a world, never, truly let go.
It was a single word, an utterance of mindless fury. And that fury, had come to Zone 9
WAAAAAGGGGGHHHH!!!!!!
gather your weapons, charge those power packs, the Orks have returned.
We will update you on the news, as it happens.
Stay safe.


Friday, March 1, 2019

Week 5 Territory and Events


Magna Downs has become a hub of activity, but the town is desperate for resources and supplies. The sump creatures and Orks have become an increasing problem.
The Orks have been increasing in numbers and the locals have begin to notice, as one local said, "they've gone from a nuisance to a problem." 

Territory Table

The players roll a D10 and examine the chart below, then either party my shift the result up or down the table 1 space for 20 creds, or 2 spaces for 40 creds and so on and so forth. Should the two gangs want to shift the result to different locations, the gangs bid against one another in 20 cred increments, the winner being able to move the result.

The one exception to this, at least 100 credits must be spent to unlock the Tech Bazaar as this takes considerable investment. Unlocking the Tech Bazaar will mean that barring any issues, the trading post will start to become available from Week 6.

As with week 4, the Territory is limited and so once they're gone, they're gone.



Territory table
D10Result
1Wastes
2Refuse Drift(Gone)
3Bone Shrines
4Corpse Farm
5Mining Works
6Drinking Hole
7Rogue Doc
8Fighting Pit
9Settlement
10Tech Bazaar




Special: The Ork problem
Orks keep turning up in Zone 9 and there has been a general bounty placed upon them. Orks can turn up, if the players agree, in a battle. The Orks are particularly drawn to places of value.

If Orks are selected to be involved in this battle (see below for details) then do not roll for the territory on the table, instead the players may choose the result. If the players cannot agree, they must roll off, the winner being able to choose the territory.

If the Tech Bazaar is selected, this still requires the 100 credit investment from the winning player. If the player cannot afford the Tech Bazaar in the post battle sequence, then they instead automatically gain the "Wastes".

Orks in a battle
If you elect to have an Ork mob in battle, they are either controlled by a third player if there is one available, or they are randomly controlled. by either player. Either way they are ruled by their behaviour.

What are the rules for Orks?


How many Orks?
Each battle has 3d3 Orks, if a natural "6" is rolled on any of the 3 dice, one Ork is an Feral Ork Nob. If a natural "1" is rolled on any of the dice, that Ork is an Orkling. an addition, if there are models available, another D6 Grotz are added, if there is not, then roll 4D3 for Orks instead of 3D3.

Orks behaviour
Orks are governed by particular behaviour
Deployment: Orks are always deployed on a single tile within 4" of at least two other Orks. If there is a Darkened corridor tile, Orks are always deployed on this tile. If there is no darkened corridor tile, then the Orks will be randomly deployed in one corner of the table.
Objective: Orks objective is always to get from one corner of the table to the other furthest corner of the table, stealing as much loot as they go. If they are deployed in a darkened corner tile then the corner they need to escape from is furthest away from them
Behaviour: The Orks will move as quickly as possible from one end of the board from the other and leave the board by the closest exit to that board corner. That is normal behaviour, unless they see a human. If they see a human ganger, outnumber the humans, they are within the path of their escape and they are the closest enemy model then they will attack. If a ganger attacks an Ork then the Orks will automatically move to attack that ganger. It is assumed that any Ork within Line of Sight of the Ork that can see gangers is also aware of gangers. If an Ork has a ranged weapon they will always try and shoot the closest enemy model (enemy in this context is anyone who's not an Ork. 
Thieving Gitz: In addition to the Rules above on behaviour, if an Ork spots a crate or other lootable item, they will always try to steal the loot and escape. As with enemy models, any Ork in Line of Sight of an Ork who can see a crate will also be aware of the crate. Orks will always try to steal a crate before escaping; they don't let go of their shiny things easily!
ZOGGIN' THIEVING GITZ!: If an Ork or Grot model takes an enemy model out of action in close combat, that model loses one randomly determined weapon or piece of equipment as the Ork runs off with it.
Who controls the Orks? The Orks are controlled by a 3rd player or arbitrator. If there is no arbitrator, then during the priority phase the players roll off, the winner controls the Greenskins for that round obeying the behaviour rules.
BOUNTY: A bounty has been placed on all Greenskinz heads to bring the population down. A gang can collect the bounty in the following circumstances:

  • A fighter takes a Greenskin Out of Action in Close Combat.
  • Greenskinz have been taken out of action during the battle from ranged damage, and the Gang is the last gang left on the battlefield.
Each Greenskin is worth a certain amount in the post battle sequence 

  • Grotz are worth 10 Credits
  • Orklings are worth 20 Credits
  • Feral Orks are worth 30 Credits
  • Feral Ork Nobs are worth 50 Credits
Example the Golden Harpies fight the Protomen, 5 Orks are taken out of action and 3 Grotz. Of these 2 Orks were taken down by the Golden Harpies in close combat, 3 Orks from range by the Golden Harpies and the 3 Grotz escaped. The Protomen won the battle as the Harpies broke and fled. The Golden Harpies gain 60 Credits for the Orks killed in Close combat in the post battle sequence but the Protomen earn 90 Credits as they were the last gang standing.

Reporting battles with Orks: Please ensure that you report how many Orks fought, how many were killed and how many escaped when reporting this battle.




Special: The Tech Bazaar Fort Magna Weapons Emporium

Rex Auber is still looking to setup the Tech Bazaar so he can begin trading. Those who gain the Tech Bazaar will have first refusal on goods.


Rex Auber, Merchant.
Special Event: "Honest" Hans and the Mining Consortium, the Escalation.

Honest Hans is increasingly desperate to acquire the mining works and is absolutely livid with the Church of Saint Pyros.

There are three mining works in Zone 9, Hans has one, one is still unclaimed, and the other is in the hands of the Church of St Pyros and their new SSMC. Hans, again through Truth Famaris have made the following statement.


"Cawdor Fools of Pyros! You did not take my offer! This is illogical and unwise and you will live to regret this! To any armed citizens of Zone 9! I want those mines! I will pay 300 Credits for contract of those mines! "Church" of Pyros, you will receive none of these credits. Instead, I say this, for every head of the Church, for every "warrior", I will pay the full value for their hides. This should prove lucrative".

If facing the Church of St Pyros, a gang may challenge for the Mine Workings in their possession. This will take the form of the mission "Settlement Attack" mission. As before, if the gang challenging the Church of St Pyros is 200 points lower in gang rating (before deciding if the Church Call for help) Hans will loan the gang his Lugger Servitor free of charge for the battle. 

Hans' Servitor

For Hans Servitor, use the rules for "Orlock 'Lugger' Cargo Servitor" on page 100 of the updated rule book.
The Servitor is armed with Heavy Bolter, Heavy Carapace armour and a Mono Sight.
Special Rule: Advanced Subroutines: Hans' Servitor has more advanced combat programming than others of its kind, Hans' Servitor has a WS  4+ and BS 3+.

The SSMC are unwilling to risk their investment and will likely support the Church should the church request aide. 
You got a friend in me
The Church of St Pyros have two options if challenged they may respond in one of two ways.
  1. Go it alone and fight the mission normally. If the Church elects to this and wins they gain +5 reputation in addition to any other reputation gained and double the experience earned for the battle.
  2. They call for back up from the SSMC. If they elect to do so then the SSMC will provide 3 fighters (1 Forman, 2 Workmen)for the battle, though they must be armed with the weapons and equipment below.
SSMC Foreman

MWSBSSTWIALdClWilInt
4"3+3+3313+14+5+7+6+
Equipment: The Foreman is equipped with a Hazard Suit, Mining Laser and Shock Whip.
Skills: The Foreman has the "Fearsome" and "Commanding Presence" skills
The SSMC is a Champion, but can only group activate with other SSMC employees 

SSMC Workman 1

MWSBSSTWIALdClWilInt
4"4+4+3313+17+5+6+8+
The Workman is equipped with a Hazard Suit, an Autogun, Blasting Charges and a Fighting Knife.

SSMC Workman 2

MWSBSSTWIALdClWilInt
4"4+4+3313+17+5+6+8+
The Workman is equipped with a Hazard Suit, an Shotgun, Blasting Charges and a Fighting Knife.

SSMC Models are best represented by Genestealer Cultist models.

Allies: Gangs may "Gang up" to take on the Church of St Pyros if they are from the same House/Faction. 

Special Event: Suspicion Rising
Irada the Bounty Hunter has become especially suspicious of the Golden Harpies and is convinced they will lead to a big payday it seems. Though something is off at her behaviour as most Bounty Hunters are remarkably tight when it comes to money

Any Gang fighting the Golden Harpies may recruit Irada for the battle for 10 Credits
However, if the gang captures any fighters of the Golden Harpies while Irada is part of the gang, Irada will automatically disappear with the capture and no money is gained.

The Golden Harpies can only mount a rescue mission for the gang member, they cannot trade for the ganger back.
Should the Golden Harpies wish to mount a rescue mission for the lost ganger, then they must speak to the Arbitrator first as any rescue mission will not be against the gang, but in a special scenario.

Name: Irada Vasilliev
Age: Early 30's
Hire Cost: First Time: 60 Credits, Second and future times: 20 Credits
Special Hire: Irada will fight for free if facing any group suspected of criminal activity. Currently, this is only the Golden Harpies due to their reported activity around Warp corrupted sites.
Will not work with: Currently only the Golden Harpies, due to their current criminal activities.
Appearance: approximately 165cm in height with dark hair, at times shaven on one side for the benefit of cranial implants.
Story: A gunslinger and occasional bounty hunter, Irada is said to be a drifter who goes from job to job, with the rush in Zone 9 she's sure to find work.
Personality: Irada is cool and charming, her voice having a slight rasp from smoking llo sticks. She's quick to laugh and joke and quite personable.
Irada Vasilliev220credits
MWSBSSTWIALdClWilInt
5"3+2+3323+27+5+5+5+
Skills: Nerves of Steel, True Grit, Hip Shooting, Sprint, Gunfighter
Equipment: 2 Laspistols, Frag Grenades, Bio Booster, Filter Plugs, Improved Cortex-Cogitator, Flak Armour. Knife.
Special Rules: 
Occasional Bounty Hunter - If selling a captured fighter to the guilders, roll a D6, on a 2 or more you get the full value of the fighter. On the roll of a "1" Irada disappears with the fighter and you get nothing. Note if you capture one of the Golden Harpies while Irada is part of the gang it is assumed you automatically roll a "1"