Tragic news has reached us from Sul! Sabotage of the darkest color has claimed the lives of hundreds within that beleaguered city. Many blamed disease when the first few victims appeared covered in sores and pustules, evidence of a virulent pox at work on the city's residents. Priests and scrutators took precautions, but some Sul-Menites believed it the Creator's punishment for those followers He deemed too weak to defend His city. (more...)
Then Cygnaran and Khadoran troops began falling victim to the plague's deadly advances. Anyone who might have contacted the infection was quickly quarantined by their respective militaries while commanders sought the cause or a cure. Despite these precautions and the prayers of Morrowan battle chaplains, the plague continued to spread. Deaths mounted until the source was discovered.
According to our sources, sentries interrupted a cloaked stranger pouring a beaker of liquid into a well. The culprit was slain while attempting to flee, but the liquid was recovered and handed over to Battle Chaplain Raimus Belcourt in the hopes of discovering its nature. Working with Cygnaran alchemists, the priest discovered the solution contained a poisonous substance similar to that found leaking from destroyed helljacks. This seems clear evidence of Cryxian machinations behind the 'plague'. With the poison's source determined, General Artoris Halstead reportedly gave orders to share the information with both the Khadorans and Sul-Menites.
When challenged by subordinates, General Halstead replied, "The Nightmare Kingdom is the enemy of all life in Immoren. Our borders mean nothing to them. When I face the men and women of Khador or the faithful of Sul, I face the living whose motives I understand. The undead? Their plans are as alien as their existence. I do not share this information lightly, but Sul already has three armies laying claim to her streets. A fourth - especially a Cryxian - is an unwelcome addition to this conflict."
With the sabotage discovered, the 'plague' has ended and allowed the three armies to renew their aggressions against one another. No amount of searching could locate other saboteurs, but all the combatants now know of the seriousness of the Cryxian threat in Sul. Each knows it is only a matter of time before some new fiendish plot will target their troops, sowing death and fear through their ranks once again.
(close)The Ordic Observer is published by the Oaken Press in Midfast, collecting reports and dispatches from trained correspondents traveling across the region. It is a non-partisan weekly newes periodical unaffiliated with any crown, merchant house, or religious agenda.
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New Larkholm's Defenses Tested
Fears that the unusual Cryxian incursions along Cygnar's coast could stretch north proved justified this past week when a large raiding party attempted to defeat New Larkholm's defenses. Sailing into the harbor just before dawn, five heavily armed pirate ships opened fire on the Cliffside fortress, inflicting some damage before the fortress' guns returned fire. Others ships soon appeared and made for the docks while their companion vessels kept the fortress occupied. The guns at the fortress sank one of the three raiding ships before they could reach the docks. The other two nearly landed, but three Cygnaran clippers, sent to the harbor just last week, engaged and stopped the invaders. (more...) Proving the skill of the Cygnaran navy over their disordered adversary, the clippers made short work of pirate vessels while suffering only minimal damage and gave chase as they retreated. Unfortunately, during the chase cannon fire holed the Swan's Pride in rough waters, and it quickly sank. Only a few survivors were rescued from the waters. The Observer's prayers go out to the families of the brave men and women who served aboard the Pride. Admiral Blythe Wassal claimed it premature to celebrate such a victory. "By my estimations we have seen only a small portion of this raiding fleet. If they do not bring their guns against New Larkholm, they will strike at Cygnar somewhere else. When they do, we must stand ready to drive this scourge from our shores and to the bottom of the Meredius!" His report to Lord Admiral Galten Sparholm III is expected to call for additional reinforcements from the Gulf of Cygnar, a request Admiral Wassal expects will be denied due to increased fighting to the north. (close) |
Siege of Fellig Broken as Deepwood Tower Suffers Heavy Losses
The siege of Fellig has ended! The city and its defenders broke the siege in a most unorthodox and bloody manner. In some of the fiercest fighting since the start of Khador's invasion, the siege escalated to a new level this past week as the 24th Winter Guard Kompany conducted a massive offensive intended to break the back of Cygnar's defensive line by capturing Deepwood Tower. Our information comes from eyewitness sources. Lord General Olan Duggan's Cygnaran command has yet to comment on these events, but we at the Observer feel confident that what follows accurately represents the events. (more...) Supported by massed field gun and mortar fire, the Winter Guard moved on Deepwood Tower's redoubt. Guardsmen reached the redoubt's earthworks largely unscathed, thanks to artillery fire that tore massive holes in the walls and forced Deepwood's defenders into cover. Once the Khadoran artillery ceased the few Cygnaran guns able to reply did so, destroying several Khadoran weapons before they could retreat out of range. Meanwhile, Sword Knights and Trenchers stood against the waves of Winter Guard assaulting the walls. The bloody fighting continued for several hours, with the Winter Guard slowly gaining ground. When it seemed the defenders had the upper hand and prepared to push back the Winter Guard, artillery fire once again pummeled the redoubt. Mortars indiscriminately felled both attacker and defender. A well-placed mortar blast opened a massive hole, and Khadoran troops spilled through, quickly overcoming the Trenchers who rushed to plug the gap. Lord General Duggan, who arrived at Deepwood before the attack began, realized the redoubt was lost and ordered his troops to fall back toward the tower. As artillery fire rained down on the redoubt, the Winter Guard reformed and made ready to assault the tower and its last line of defenders. Both Khador and Cygnar had committed large numbers of the troops from the siege of Fellig to this engagement. With a word from the Lord General, explosives hidden in the redoubt detonated and caught the men of the 24th defenseless. The explosions hurled bodies into the afternoon sky and reduced the western wall of the redoubt to a crater. This unexpected tactic silenced the Khadoran artillery, which retreated to Ravensguard rather than face unsupported the remaining Cygnaran infantry. Lord General Duggan kept his promise to defend the town with this brutal order and weakened the 24th so severely its numbers can no longer sustain the siege. (close) |
At the beginning of each round, roll 1d6. On a roll of 5 or 6, a summer storm rains down upon the battlefield, dampening gunpowder and soaking arrows and bolts. Dry pond beds become shallow water terrain features for the remainder of the game. All ranged attacks this round suffer -1 on attack and damage rolls.
When playing a game this week against a Cryx player, a Cygnar player scores two (2) additional League Points if all of his opponent's solos are destroyed or removed from play at the end of the game.
When playing a game this week against a Khador player, a Protectorate player scores two (2) additional League Points if he disables, destroys, or removes from play half or more (rounded up) of the enemy models that began the turn in play.
When playing a game this week against a Protectorate player, a Khador player scores two (2) additional League Points if all of his opponent's warjacks are disabled, inert, destroyed, or removed from play at the end of the game.
When playing a game this week against a Cygnar player, a Cryx player scores two (2) additional League Points if he destroys five (5) or more of his opponent's models with attacks from warjacks in one turn.
Description
Veteran infantry, cavalry, and warjacks clash on the field of battle. These well-trained soldiers have little to fear when they bring the combined might of man and machine to bear on their foes.
Special Rules
Before the start of the game, divide the table in half with a line running west to east through the center of the table.
Warrior models/units that fail a command check for any reason may re-roll that command check if there is a friendly warjack within 6".
Beginning
Determine deployment and turn order with a standard starting roll, and use standard deployment zones.
Victory Conditions
Primary Victory Condition: After the end of the second round, a player wins a primary victory if he ends his turn with one or more friendly warrior models and one or more friendly warjack models on his opponent's side of the centerline while none of his opponent's models are on his side of the table. Do not count wrecked or inert warjacks, fleeing models, models with a CMD of 1 or less, or incorporeal models when determining whether or not a player has won the scenario.
Secondary Victory Condition: A player wins a secondary victory if the last opposing warcaster is destroyed or removed from play.
If the game ends before one player has won, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player gains one (1) additional Victory Point for each enemy unit left on the table that has lost half or more of its starting number of troops.
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Description
Though some battles end quickly with a clear and decisive victory, others drag on day after bone-wearying day until the spirit of one side finally breaks. In spite of damp powder and tired muscles, the armies of Immoren fight on.
Special Rules
All ranged attacks suffer -2 on their damage rolls due to damp or damaged ammunition.
Beginning
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones.
Victory Conditions
Primary Victory Condition: A player wins a primary victory if, at the end of his opponent's turn, the opponent's deployment zone contains only friendly models.
Secondary Victory Condition: A player wins a secondary victory if the last opposing warcaster is destroyed or removed from play.
If the game ends before one player has won, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player scores one (1) additional Victory Point for each enemy unit left on the table that has lost half or more of its starting number of troops.
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Description
Taking control of tactical battlegrounds is vital to any long-term military effort. Regardless of what has happened there in the past. Key choke points and resource routes are more important than the risks involved. Take possession of a dangerous minefield to ensure the future success of your forces.
Special Rules
See Map. Mark a 10" wide area, running east to west, through the center of the table. This area is the minefield.
Models entering the minefield immediately suffer a POW 8 damage roll. Models already in the minefield that move within the minefield for any reason immediately suffer a POW 8 damage roll when they begin such movement.
Beginning
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones.
Victory Conditions
Primary Victory Condition: After the end of the second round, a player wins a primary victory if he ends his turn with one or more of his models in the minefield while none of his opponent's models are in the minefield. Do not count wrecked or inert warjacks, fleeing models, models with a CMD of 1 or less, or incorporeal models when determining whether or not a player has won the scenario.
Secondary Victory Condition: A player wins a secondary victory if the last opposing warcaster is destroyed or removed from play.
If the game ends before one player has won, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player scores one (1) additional Victory Point for each enemy unit left on the table that has lost half or more of its starting number of troops.
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Description
Commanders cannot always choose the field of battle. At times, their foes catch them unawares or force them into a corner. At those times, bravery and tenacity are the weapons of those who find themselves with no recourse but to fight to the death.
Special Rules
The higher-ranked player on the ladder is the "defender" in this scenario. The lower-ranked player is the "attacker."
The defender may not use the Ambush special rule in Surrounded since the entire table edge is the back of the opponent's deployment zone.
Beginning
See Map. The attacker deploys first anywhere completely within 3" of any table edge.
The defender deploys second completely within 6" of the center of the board and takes the first turn.
Victory Conditions
Primary Victory Condition: A player wins a primary victory if the last opposing warcaster is destroyed or removed from play by the end of the fifth game round.
Secondary Victory Condition: A player wins a secondary victory if the last opposing warcaster is destroyed or removed from play after the fifth round.
If the game ends before one player has won, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player gains one (1) additional Victory Point for each enemy unit left on the table that has lost half or more of its starting number of troops.
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