A Warhammer 40k & Wargaming Convention

Corvus Cluster 40k Narratives

The Corvus Cluster – A Galaxy of Narrative 40K Adventure

The Corvus Cluster is a series of short, narrative adventures for attendees who want something different to do—or simply have a little time between events and want a fast and fun diversion.

You will play a commander in a stand-alone, swashbuckling battle that tells a story, challenges your tactical abilities, and immerses you in the grim darkness of the 41 st Millennium.

You don’t need to bring figures, dice, or rules. Everything is provided.

You don’t need to worry about rules. If you’ve played any Games Workshop game, you’ll master our simplified rules by the end of the first turn. And you’ll have a GM to get you up to speed.

These are skirmish or small-game battles designed to test your tactical decisions. You’ll win by thinking about concentrations of fire, maneuver, morale, and other basic military concepts.

What’s more, your battlefield accomplishments will have a real impact. The results of each battle will influence the fate of various worlds in our eight-year-old narrative campaign.

Also, each battle will be featured as a “historical event” on the Corvus Cluster website:

www.thecorvuscluster.com

If you find yourself with some free time at the convention—or you’re looking for something new and unique to do—then the Corvus Cluster is here for you.

SCHEDULE

THURSDAY, 7 p.m.

Special ops – 40K style

Start: 7 p.m.

Length: 3 hours

# of Players: 4

Rules: Easy to learn

You are part of a team of veteran grenadiers tasked with opening the gates to a rebel-held town on the desert world of Morkai. You’ll enter the town at night by grav-chute.

This is an unusual game as your characters only see what they would see in real life. Is there a bad guy around the corner? You won’t see an enemy figure on the table until you look.

But the fog of war exists for the mutants, as well. If you’re quiet, you can sneak up on a guard and slit his throat. And, if a mutant doesn’t see you, he may just walk by as you skulk in the shadows. Play the game as if you’re there. You want to jump from rooftop to rooftop, go for it. If you want to create a diversion, brilliant!

If you set off the alarm, though, you’d better hurry up and open the gates. You’re outnumbered 100-to-1.

FRIDAY, 9 a.m.

The Walking Dead

Length: 2.5 hours

# of Players: 4

Rules: Easy to learn

Arriving on the planet Polarian, the Chaos wizard Voloh Gudag proclaims the “End Times” and unleashes the Kassig Plague, turning the planet’s citizens into mindless—and hyper-violent—walking undead.

The Ordo Hereticus, supported by the Knights of Altair Space Marine Chapter, enter the capital city’s warren of alleys and narrow streets in an attempt to eliminate Gudag and his zombie threat. The plague wizard seeks nothing less than death and destruction. Who will achieve their objective?

FRIDAY, 2 p.m.

Rioting in the Streets

Length: 2.5 hours

# of Players: 4

Rules: Easy to learn

Taxes are high, life is grim, and there’s a shortage of corpse-starch. So, of course, the populace begins to riot.

You are an Arbites Enforcer—one of several equipped with riot gear—and you’re ordered out into the streets to end the unrest. You’re vastly outnumbered, and you’d better be smart with your tactics … or you’ll be overwhelmed.

Time pull out the flamers … and release the ogryn brutes.

FRIDAY, 7 p.m.

Orcs inside the City!

Length: 3 hours

# of Players: 4

Rules: Easy to learn

The walls of Susa City have been breached, and orks are pouring into the city. Close-quarter fighting breaks out in the narrow streets and alleys of the Achaeon Suburbs—nasty, up-close-and-person urban fighting.

Command Imperial defenders as they attempt to stem the greenskin tide, or lead your warband of orks as they attempt to break through the defenses. Can that Hellhound navigate that alley? How do you stop that Deff Dread smashing its way through building after building?

SATURDAY, 9 a.m.

Battle of the Rogue Traders

Length: 2.5 hours

# of Players: 4

Rules: Easy to learn

The most flamboyant Rogue Trader in the Corvus Cluster, Adeon Drake, seeks an Eldar spirit stone that’s being sold on the black market. Unfortunately for him, several rival “businessmen” also are interested in obtaining this mysterious and ancient bit of xeno-tech.

Play one of four competitors in a tongue-in-cheek, free-for-all fight for possession of the stone. We’re talking Hollywood swashbuckler fun. Jump from rooftop to rooftop to avoid capture. Steal a vehicle and make for the edge of the table. Grab an innocent civilian and use him as a human shield (only if you’re a bad guy, please).

Event cards will allow players to bolster their chances—or mess up their opponent. “Oh, look, the door in this alley is unlocked. I’ll take the shortcut.” “Yes, but you tripped over the door jam, and you’ve sprained your ankle.”

Sense of humor required. And, yes, it’s still Grim Dark. You are going to be shooting at one another.

Saturday, 2 p.m.

Nurgle Loves You

Length: 2.5 hours

# of Players: 4

Rules: Easy to learn

On the war-torn world of Dozaria, the Death Guard has poisoned the world with all forms of warp-tainted pestilence. Yet Imperial troops continue to resist the heretics and traitors.

Now the city walls of Bellona have been breached, and the Death Guard is pouring into the town. Only a thin line of Imperial Guard stand between the traitors and the needless slaughter of thousands of Imperial citizens. Will you fight and die for your God-Emperor? Or will you strive to please Father Nurgle?

Saturday, 7 p.m.

Special ops – 40K style

Length: 3 hours

# of Players: 4

Rules: Easy to learn

You’re part of a team of veteran grenadiers tasked with opening the gates to a rebel-held town on the desert world of Morkai.

This is an unusual scenario as your characters only see what they would see in real life. Is there a bad guy around the corner? You won’t see an enemy figure on the table until your character actually looks around the corner.

But the fog of war exists for the mutants, as well. If you’re quiet, you can sneak up on a guard and slit his throat. And, if a mutant doesn’t see you, he may just walk by as you skulk in the shadows.

If you set off the alarm, though, you better hurry up and open the gates. You’re outnumbered 100-to-1.

Sunday, 9 a.m.

Damocles Gulf Crusade

Length: 2.5 hours

# of Players: 4

Rules: Easy to learn

In a little-known battle at the beginning of the Damocles Gulf Crusade, the Knights of Altair Space Marine Chapter attempts to seize a desert town on the rebellious and Tau-influenced colony world of Namatos.

Command a squad of Space Marines seeking to cleanse this town of its xeno taint, or serve the Greater Good and fight to keep Namatos firmly in the grip of the Tau Empire. Just be warned: This is urban fighting at its worst, with narrow streets, shadowy alleys, and footpaths that end in dangerous dead-ends.