Mox Warhammer Narrative Campaign Season 3 Wiki

**Welcome to the Mox Warhammer Narrative Campaign Season 3 Wiki!**
We will tell a narrative 40k story together, letting the dice and results of our games guide the flow of the story.

## Transition from Pandemic Narrative Campaign

The Season 3 narrative picks up roughly where the Pandemic-Era narrative campaign ended: The Astheneia system has roughly simultaneously suffered from a severe Tyranid invasion, and a Chaos incursion. A hive fleet occupied and cut of all void space travel in the Astheneia sytem, and a durable Chaos Portal opened in the Primus Hive on the Sector-Seat Hive World of the Astheneia System.

Lamenters and Martyred Maidens were ultimately unsuccessful in helping the Corrupt Governor of Astheneia and the ArchMagos of the hive world and sector, to defend Astheneia from the Hive Fleets Typhon and Stheno, and the sisters were unable to keep the Slaaneshi Chaos Daemons and Zelamine of the Crusade of Endless joy from opening a durable tear in reality, from which a seemingly endless horde of Daemons poured out. Some of the defenders and Heroes of Astheneia were killed while valiantly covering withdrawls and sacrificing themselves so that others may escape, but most of them, particularly the characters who all have more narrative story to tell, escaped on the last ships to leave. Not all followed the Mechanicus-led Exodus to subsector Bardo: others strategically withdrew to an Imperium Fortress World in the next sector over (anyone welcome to name it and write lore about it) The Astheneia system is now a disaster area, and most of the survivors have become refugees.

The Mordri-3, Tech-Lich Arch Magi of the Necroclade, coordinated the relocation of vulnerable war materiel out of the Astheneia system. The Jungle Deathworld in the Astheneia system became the logistical hub of the Imperium resistance, as it had resisted and turned aside the Tyranid invasion, and was safely across the void from the Warp Tear on Astheneia.

As the noble Imperium defenders dwindled, it eventually became time for a mass exodus of all those not committed to dying for the hopeless cause. The Mordri-3 realized that they risked annihilation if they stayed too long, so they loaded everything they could into their voidship transport fleet. All the habitats on the Jungle Deathworld were already airtight, to keep out the deadly miasma of fungal spores and bacteria that permeated the atmosphere, and so they were easily adapted and converted into voidship modules.

All the buildings of the Jungle King's kingdom, and all the Necroclade infrastructure that could be mobilized by 41st millennium technology, were lifted up into the void, and welded together into a giant mass of living space and industrial facilities. More than anything, the Jungle King's kingdom now resembled a spacehulk, full of frightened civilians and skeletal cyborgs. The Necroclade was really in charge, because they controlled the fleet and all it's life-sustaining systems, but the Jungle King was pleased that his people would at least escape the horrible fates befalling everyone who remained in the Astheneia system, even if it meant dying later in the service of the Tech-Liches.

The Mordri-3 had heard of a promising site where they might re-establish a new forge world, one sector spinward...

## Factions and Players

In general this should be a "xenos focused" campaign season, with as little power armor as possible, but we also want people to be able to play the armies they like, so we'll see how it develops.

## Worlds and Systems of Subsector Bardo

Subsector Bardo is roughly on the way in between the Astheneia system and subsector Hades. It has been a relatively quiet subsector for much of the past few millennia.

The primary problem of the subsector is a deep and pervasive Ork infestation: most worlds with breathable atmospheres have some level of Ork trouble, as their spores go deep into the soil and are hard to fully eradicate. Some decades ago, a Waaagh toppled the Hive World that had been the subsector seat. In these dark times, nobody came to answer the call of the besieged Hive World, and so the Imperium influence in the sector has been waning ever since it's fall.

There is a moderate residual Eldar presence, but the Aeldari and Imperium have mostly been content to stay out of each other's way, and focus on keeping the orks under control.

### Refugee Fleet and Hulk

The Necroclade and the Jungle Refugees have a mobile base of operations, centered around a spacehulk agglomerated mostly from all the airtight buildings on the Jungle Deathworld.

It turns out that Tyranids and Genestealer cultists stowed away in the depths of the exodus fleet.

#### **Suno AOX-115**

A mining world, and adjacent asteroid belt. The asteroid belt is mostly the remnants of an Eldar maiden world, blasted apart by the Necrontyr during the War in Heaven. Colloquially known as "The Rats' Nest" by non-Mechanicus Imperials.

#### The Maze (aka The Necropolis)

An ancient fallen forgeworld, subjected to Virus Bomb Exterminatus during the Heresy. Much of the surface is in ruins, but endless labyrinths descend into the guts of the planet, still full of useful archeotech. Recently, Archaeotechnologists from Forgeworld Nimh excavated some intact and extremely valuable STC artifacts, and expect to find more in the near future. **It is here that the Necroclade would like to make their new home.**

### Exodite World ( Aka Prospect 1)

The exodites themselves are non-militant, but both the Harlequins and Craftworlders in the area are very protective over them. This is the largest Eldar population center in the subsector.

It's a gorgeous world, and **the human refugees from the Astheneia system have marked the Exodite world as their first pick for resettlement**. In the old and incomplete Imperium records, the Eldar presence is described only as "low-tech indigenous Aeldari, few in number and scatter when challenged".

#### Craftworld Arroseer

A large physical ship, though modest against the whole spectrum of CW shapes and sizes, Traveling through subsector Bardo to resupply after their battles in subsector Hades, usually moving at fast but sublight speeds in our plane of reality, because the Asuryani fear Slaanesh and the Warp. CW Arroseer has been passing through subsector Bardo for a few decades now, during the events of the Astheneia campaign, recruiting from the exodite world, and taking advantage of the local resources.

#### Harlequin Shrine World (Aka Prospect 2 )

Long ago some harlequins did something important here, so a shrine was erected. A troupe of harlequins today is based on this shrineworld, where they train their new recruits, mostly drawn from the exodite world and craftworlds. They are masters of the webway, and the shrine is hidden and secret.

Like many worlds in subsector Bardo, **the shrine world has a residual ork population**, which the harlequins occasionally prune back, but mostly they stay safely hidden.

Having a breathable atmosphere, fertile soils in some regions, and an ork infestation that might be eradicated with focused effort, **the human refugees have marked the Harlequin Shrine world as their second choice for resettlement.**

### Tortuga

The party center of subsector Bardo! **Majority of the population are orks**, but the planet is also home to a **large enclave of Drukhari**, and a small trading center of **Slaanesh worshippers**. Slaves and plunder of all sorts are brought here for trade and sale. Numerous arenas host and promote all manner of bloodsports, which are also broadcast throughout the system.

### Fallen Hive World Sector Seat, now an Ork World ready to launch a Waaagh!

During the recent hard times, the Orkz toppled the subsector seat. Now they rule the fallen Hive World, and their greatest war boss calls for a Waaagh!!!

Freebooter pirates these days control their own system, and some of the nearby systems in Subsector bardo. Only the biggest warboss has the authority to command ALL the Orkz of subsector Bardo, like the freebooters, the residuals, and the biggest warboss's Waaagh!

#### The T'au-tpost

There's some T'au on the edge of the subsector, in case we want additional variety in our Xenos. They mostly keep to themselves, but spy an opportunity to perhaps compete for the loyalty of the Human Refugees. Ethereal bitches love human refugees.

## Prologue Chapter

A few games, mostly 500-800 pts, to establish characters, seed the narrative, determine the initial balance of power, and cover the events of the transition from the previous campaign. Point levels can be adjusted by the involved players consensus as they like.

### Can the Tyranids Close the Slaanesh Portal on Astheneia?

2k each side, for the ultimate fate of Astheneia! Tyranids attempt to close a warp tear, using similar narrative rules from the prequel-Warp-chapter battle in which Sam's harlequins and eldar tried (and narrowly succeeded) to close the Slaanesh and Nurgle portal that briefly opened on Astheneia during the Fall of the Eldar.

In a very close game against a terrifying Crusher Stampede of Scott's Tyranids, the mixed Slaanesh force on Asthenia including Zelamine, Cetabel, and the the inner elite units of the Crusade of Endless Joy, are able to hold the stretching and eventually splitting warp tear area, and the endless daemonic horde of Slaanesh pours out, and clears most of the Tyranid infestation out, though the warp incursion does not stretch up into orbit and across the Astheneia systeme, so Astheneia Prime with the warp tear becomes a daemon world in a system occupied by a seemingly endless string of Tyranid Hive Fleet bio-ships.

Eventually the Crusade of Endless Joy and the other Chaos and Slaanesh forces in the interplanetary space throughout the Astheneia system are forced to flee and give up their highground orbit around the occupied orbital defenses and space elevator, and the CoEJ moves on, to who knows where? Wherever Slaanesh next calls them, not inconceivably in the direction of Subsector Bardo and some mortal followers of Slaanesh who claim a share of the slave and extortion rackets around the pirate party haven of Tortuga.

### Bug Hunt on the Refugee Space Hulk

800 pts each, mostly infantry in spacehulk tunnels. Some GSC smuggled tyranid parasites and eggs onto the refugee fleet during the evacuation, and must be exterminated by the JungleKing's forces before they breed out of control and threaten the whole exodus.

Against better judgment the Mordri-3 incorporated some of space hulk Isaiah into their design of the refugee ship, “Ark of the Mourners.” The Martyred Maidens swear they purged it clean but lately daily head counts of citizens and soldiers are coming up short . Then some gangers show up to the Catachan’s HQ. They have a live Ripper in a plasfiber jar. They report there’s more…

Sydriel is forced to flee by the victorious Alia and unstoppable Warriors, and the Xtrovoid Cult assure the continuation of their story into the new season and subsector Bardo. This defeat in the bowels of the Ark of the Mourner Space Hulk happens not long before the Jungle King and Scydriel secure the Necropolis dig site and SCT for FW Sheol in one of the first Chapter 1 games.

### Scouting Craftworld Eldar encounter a roving band of Orks!

A small cohort of Craftworld Eldar were tracking psychic laylines along the Exodite world, searching for clues towards the mysterious psychic presence inhabiting this world. The laylines led them to a decrepit city where they encountered a roaming band of motorcycle and deathmachine riding Orks! A 1000-point game using the 9th edition Crusade mission "Recon Patrol".

### Still Waiting to be modified or played: Which flavor Aeldari control most of subsector Bardo?

Eric's Szith Morcane Drukhari raiders against Sam's mixed CW and Harleys, 500 pts each (or whatever pts level and rules they agree), representing a skirmish over whatever narratively seems pleasing (best or most fun idea), possibly some ancient Eldar artifacts in some ruins in the asteroid belt near Suno AOX-115?, or maybe just the slavers of Szith Morcane havesting their goody-two-shoes aeldari brothers: the immortal space elves making most desirable slaves, as being already both super-powered super-skilled arena champions, and as bedroom playthings, compared to orkz and humans and the other mortal cruft that blew around subsector bardo.

Determines the initial inter-Aeldari balance of power in the subsector.

## Chapter 1 - Refugee Fleet Arrives in Subsector Bardo

#### Recon into the Necropolis

1500 pts of FW Nimh Archeotech Masters with their Knight allies, against 1500 pts of Scydriel's and Jungle King's mechanized scouting force on behalf of FW Sheol. Jungle King vs FW Nimh, in Spacehulk tunnels deep near the STC archeotech mining sites

#### In the Deeps; A Door Opens

1.5k points of Akhenakt Dynasty vs 1.5k points of Forgeworld Sheol.

Deep within the ruined Fordeworld, now known as the Necropolis; an ancient alarm has been tripped, alerting the Necrons of the Akhenakt Dynasty to the worlds current location.

### Colonize the Exodite World

1k each of **Scydriel with the JungleKing** and the **elite deadmech technolich force of FW Sheol**,

vs **2k of Sam's Craftworld Eldar**, fighting **on the Exodite World**, where the Imperium forces are hoping to permanently settle the Exodus fleet, and where the local eldari are looking for something in some subterranean ruins, played at Sam's place?

## Chapter 2 - The Newcomers shake up SubSector Bardo

Collecting ideas! For second or any future chapters,

I invite anyone to add ideas or whatever here, or change anything I write to better match your own ideas about your factions forces, worlds, and characters. I thought some people were getting pretty good about suggesting and refining game ideas and rules together by the latter half of the Astheneia campaign, so I look forward to more of that good work.

### Chapter-Two-Kick-Off Multiplayer game: In the Arena!

#### Saturday! Saturday! Saturday! A double-double match event!

First four arena teams to announce their attendance and the competitors. The event begin by the four pairing off to fight two 500pt arena/rules games! Then, whatever happened in the first half, the opponents switch to play off again. So a total of 4 games are completed, and depending on how you pair up, it could look like there are two 'teams' that play each of the two members of the other 'team'. Total score in pts across all the games determines who is champion of the event!

#### Arena Teams

Live on pay-per-view, streaming across all of subsector Bardo! **500 pts of Orkz vs 500 pts of Drukhari**, no vehicles. Victory determined by a mix holding an objective on top of a ziggurat, and doing things that "look dope on the vidsceen". Introduces characters (not the biggest warboss leading the Waaagh, or the leader of the whole Drukhari syndicate, but rather a pair of dynamic lower status characters we can use for the first couple chapters), and establishes the arena/Tortuga culture.

I imagine the Drukhari Syndicates of Szith Morcane run most of the bloodsport games on Tortuga, and have Triad-like factions dividing up the organized crime rackets of Tortuga! Some DE character and force should represent the highest Morcane Syndicate Head, possbly played by Eric?

But Eric and possibly also Peter could run some of the **many Drukhari raider, gangster, and pirate groups fighting in the arena games**, to prove that they are the mightiest at the Arena Game Campaign Format, which all the Bad Boy Tortuga factions should have a force in, and frankly anyone else on our Discord who wants to enter a force in the Pay Per View Syndicate Sponsored Arena Tournament!

<Enter new teams here, or ask me and I can create it for you>

### Orkz on the Exodite world attack the Eldar and Imperium forces

The Orkz who sent the CW Eldar of Craftworld Ist'ya packing in chapter 1 show and reveal their might as the main villains of the chapter! I imagine and hope that Alex's skill and his ability to get good value by adapting to Orkz' so-so previous-era Codex rules and recent supplements and such, will lead him being our player who is most challenging for the other players to defeat!

### Tau Outpost encounters a HF Typhon Voidripper bio-ship that was following the Ark of Mourning

Is Sam interested in also playing Tau? Or anyone else care to pilot some Tau models in subsector Bardo?

### FW Sheol has created it's own Knight House and wants to test their new machines against the Orkz

Where are there orkz nearest to FW Sheol? Maybe not directly on the relit Necropolis ForgeWorld? But rather in an adjacent system? Are orkz the best option for who they're new Knights attack?

### Xtrovoid Cult lands on Tortuga and attempt to take over one the of the Syndicates

Maybe the Slaanesh Slavers are more immediately accessible than an audience with the Head of the Drukhari Hose of Szith Morcane?

##### Fungus Pruning Harlequins or CW Eldar?

<Possible future game? Fungus Pruning Harlequins vs some different flavor orcs, maybe snakebite or whatever, or squig and dinosaur riding Orkz>

Harlequins vs Orkz, 500 pts each (or whatever pt level the two players prefer and agree upon), Played with a single progressive scoring objective and killpoints. Determines how strong the initial Ork threat is. Alex would play the residual Orkz on the Harlequin Shrineworld, and likely also the Biggest Boss about to launch a Waaagh!!

I don't actually imagine that the Drukhari of any sort do much pruning or management of the Orkz, unless they intend to capture the orkz and run them in the Arena games? I guess Drukhari can really play "Realspace Raid" games against any or all other factions or forces, and potentially a Drukhari v Drukhari match-up if two Drukhari players decide to run Drukhari characters?

### The Rising Waaagh

Perhaps this first game idea for the Waaagh-leading biggest Warboss will just keeping pushing out into the future until it's time comes:

Maybe the biggest warboss should be Alex's or Daniel's Ork 4-chosen perk character? Or at least one of them. Maybe the biggest warboss force need not fight a battle in the prologue chapter or Chapter 1? He may be busy consolidating and marshalling his forces into the Waaagh that will shatter the dynamic power balance of Subsector Bardo again!

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