A Warhammer 40k & Wargaming Convention

Smaller Narrative 40k Events

The Corvus Cluster – A Galaxy of Narrative 40K Adventure

Need a break from your tournament fun? Have a few hours to kill before your next event? Just want to try something new and different in the Warhammer 40K universe?

Then the Corvus Cluster is just the ticket.

It offers attendees a series of stand-alone, high-adventure games that tell a story, challenge your tactical abilities, and immerse you in the “fluff” of the Warhammer 40K universe.

One focus of these narrative games is to test your tactical acumen. Rules are simple and easy to learn. But the scenarios are tricky. You’ll only win through maneuver, concentration of force, and generalship—not through quirky stratagems or some tricky use of the rules.

You’ll also be playing on great terrain. This year, the Corvus Cluster is bringing a brand new, dedicated terrain table that’ll provide a fantastic backdrop for each battle.

Most important, each narrative fight puts you in a story. The Corvus Cluster is a five-year-old narrative campaign, and each of our games is set in an existing war zone with a rich history of past events. What’s more, some of the characters you’ll play have a lengthy background—a history as rich as those of such well-known 40K figures as Inquisitor Gregor Eisenhorn or Chapter Master Marneus Calgar.

As a participant in these gamet, you will be put in the middle of an ongoing story, playing a leading character, and making decisions that will influence the ongoing narrative campaign.

These are not simple one-off games where you fight for victory points.

Your command decisions will have consequences. They will shape the future of the Corvus Cluster—and you’ll have a great time playing in a rollicking adventure in the 41 st Millennium.

Click here to visit the Corvus Cluster. Check out the various campaigns, strategic updates, people of interest, history, or rogue traders by examining the categories list on the right side of the website.

THURSDAY 7 p.m. Kill the High Command

Length: 2.5-3 hours

# of Players: 4

On the agri-world of Dar Sai, the 728 th Cadian Regiment is on the offensive, its forces slowly pushing back the Tau invaders. In desperation, the xenos launch a raid on the regiment’s field headquarters—with the goal of taking out the Imperial high command. As the Tau, can you capture the Imperial headquarters and stop the offensive? Or, as the Imperials, can you defend your HQ and ensure the offensive continues?

Rules are the fast and fun, with no experience required to play.

FRIDAY, 9 a.m. The Balar Slavers

Start: 9 a.m.

Length: 2.5-3 hours

# of Players: 4

The Balar Slavers are a vicious pirate band that raid isolated worlds and drag thousands of innocent victims to a life of slavery. Adrian Drake is a good-hearted, if somewhat disreputable Rogue Trader down on his luck. But when the Slavers attack a farming community on Ocrolla III, Drake is there signing a lucrative trade agreement, and he has no intention of being enslaved.

Take command of the Slavers and make your fortune by rounding up local farmers and merchants. As Drake, rally the villagers and take command of the community’s defenses. This fight may pale in comparison to the mighty battles that make history, but for those on Ocrolla III, it’s a fight to the death, with corpses found with their fingers still around the throat of their dead opponents.

Rules are the fast and fun, with no experience required to play.

FRIDAY 2 p.m. Duty Ends Only in Death

Length: 3 hours

# of players: 4

Morale is low among the guardsmen of the Second Platoon, 5 th Company, 728 th Cadian Regiment. But there’s a war still grinding along on the agri-world of Dar Sai, and the platoon has orders to secure an agricultural station ona the only high ground in the area. Trouble is, the Tau have occupied the hill, and that means a nasty fight is about to ensue.

This battle features several long-standing characters of the Corvus Cluster, so Imperial players should try not to get them killed. (The Tau players will have a different response to this request.) Expect a tough fight.

Rules are the fast and fun, with no experience required to play.

FRIDAY 7 p.m. The Farmstead of Death

Start: 7 p.m.

Length: 3 hours

# of Players: 4-8

Agri-worker Ty Marcellus struggles to feed his family on the poor soil of Yuilara, a world uncomfortably

close to the Dryillian Quarantine Zone. The reason for the quarantine becomes apparent one evening

when metallic skeletons appear on the horizon and approach his farmstead. Can this poor farmer

defend his family and farmhands against this unknown terror? Thankfully, the old farmer has a stockpile

of weapons from his old days in the local PDF.

Rules are the fast and fun, with no experience required to play.

SATURDAY, 9 a.m. Astartes: Up Close and Personal

Length: 3 hours

# of Players: 4

A devastated village on the war-torn world of Dozaria is a staging area for the Death Guard and their

heretical cultist followers. The Knights of Altair strike at this village in hopes of killing the infamous

Necrosius, a traitor Astartes and sorcerer who is spreading the dread Kassig Plague, a virulent warp-

tainted disease that’s killing tens of thousands of Imperial troops needed to defend the planet.

Rules are the fast and fun, with no experience required to play.

SATURDAY, 2 p.m. The Stormlord

Length: 3 hours

# of Players: 4

The super-heavy tank known as The Stormlord has seen better days. Battered by enemy fire just hours ago, it has withdrawn to seek repair. But now it’s broken down—too close to enemy lines—and traitor forces are advancing in hopes of capturing this most honored and ancient war machine. Thankfully, the tank has a contingent of Cadian guardsmen in its transport compartment, and they will do their best to defend The Stormlord while its Tech Priest attempts to revive the tank’s machine spirit.

The Imperial player is honor-bound to keep The Stormlord safe. The traitors lust for the military advantages (as well as the propaganda value) of acquiring a superheavy tank for their arsenal. Fact is, The Stormlord is so powerful it could turn the tide of battle on the war-torn world of Dozaria. The fate of the planet rests in your hands.

Rules are the fast and fun, with no experience required to play.

SATURDAY, 7 p.m. Crazy Captain Killchopta

Length: 2.5 hours

# of Players: 4

Crazy Captain Killchopta is an ork who loves flying as much as he loves killing humies. But, when his beloved Warkopta gets hit by AA fire and crashes behind Imperial lines, he’s fit to be tied. While his Grots attempt to repair the damage, he must defend his Warkopta from advancing Imperial troops.

Thankfully, he’s still got his escort of Deffkoptas flying overhead.

Rules are the fast and fun, with no experience required to play.

SUNDAY, 9 a.m. Fast but Deadly

Length: 2.5 hours

# of Players: 4

The 22 nd Sentinel Company is ordered to seize a shanty town from Tau invaders. Problem is, the xenos are dug in. Perhaps seizing the high ground will give the walkers the tactical advantage? Maybe. But an approaching squadron of Piranha skimmers looks ready to challenge those plans.

Can you command a combined-arms force and sweep the field? Or will your opponent run circles around you? Let’s see how you do with “Fast” troops.

Rules are the fast and fun, with no experience required to play.