Feud of the Red Clouds Booklet

October 4, 2017 | Author: Jimmy Zimmerman | Category: Atmosphere, Nature
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Short Description

Fan made campaign for Aeronatutica Imperialis...

Description

Editor:

Easy E CheesyRobMan GatorFan83

Cartographers:

Easy E

Story:

Easy E

Rules:

Easy E Kelsik

Contributors:

Monticus Zoring

Special thanks to the many members of the Airspace Forum community for their help and support in getting this project off the ground.

Content

Page

=Rutilus= • A Brief History

6

• A Historical Timeline

22

• A Terragraphic Record

24

•Warzones

27

• Notables

33

=Playing the Campaign= •New Units

38

• Squadron Lists

72

•New Scenarios

76

•New Advanced Game Rules

81

• Campaign Rules

88

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Rutilus

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Old Guard Stars Zephyrus

Ammoriss Bin Mazar

The Rutilus System

Rutilus Rutilus

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Rutilus A Brief History The Old Guard stars have been at the fringes of the Imperium for millennia. They were talked of in hushed whispers. Ancient star charts simply had them labelled with the old saying, “Here be Monsters!”. Few had the courage, wherewithal, or insane drive to stray so far into the darkness and away from the guiding light of the Astronomican. However, driven by desperation or madness, the Rogue Trader Hans Digitalis and his cartel began to probe the dark reaches and forgotten space of the Old Guard Stars. Their explorations were slow and cumbersome. However, they returned with riches, strange stories, and archeotech. The Cartel was catapulted to fame and status enough to last another two millenia before the Digitalis Cartel faded again into obscurity. Some historians claim that the beginning of the end of the Digitalis Cartel was when the Administratum of Terra declared the Old Guard Stars as a new sector of the Imperium. This opened the Old Guard Stars up to competing interests, and soon the sector that had once been thought cursed, was a buzz with activity. Much of it was quasi-legal and frontier, but the Old Guard Stars were seen as a booming frontier zone. Wracked by visions and prophecy; the woman who would become St. Augustine began to rally and gather a fanatical following, bent on purging the Old Guard Stars of the taint of the xeno, the mutant, the heretic, and reclaim the faithful for the Emperor. Her origins are shrouded in Ministorum legend, and it is hard to separate myth from reality. However, what is clear is that St. Augustine managed to gain official Imperial

St. Augustine

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta sanction. With the authority of the Imperium, and at the head of a fleet cobbled together from various Rogue Traders, Inquisitorial agents, faithful pilgrims and crusaders, and elements of Battlefleet Pacificus. She set out on her mission to purge the Old Guard Stars once and for all. The crusade was no easy task. Again, the truth is shrouded in Ministorum doctrine, local myths, and distant legend. The battles were hard fought, with the forces of the Imperial Guard, Space Marine Chapters, irregular Frateris Militia, Militant Orders of the Sisterhood, and Mercenary forces leading the thrust on planet after planet. Most of the worlds that housed lost colonies from the Dark Age of Technology gladly joined the Imperium of the God-Emperor with joy in their hearts. Xeno infested planets were ruthlessly purged. In 485M 36, we have a definitive date. Ancient records indicate that St. Augustine and her fleet believed they had purged 75% of the Old Guard Stars. The Crusade lasted for another decade, but the extent of the gains were unclear. It was at this point, that St. Augustine herself was supposedly martyred to the side of the Emperor at the forefront of the Crusade. Her body was placed in stasis and returned to Ophelia IV. St. Augustine’s Crusade paved the way for the future Imperial colonization efforts.

The Colonization of Rutilus The story of the planet Rutilus begins with the Explorator Fleet Altar of Discovery first making a routine warp jump into the system. The fleet was following on the heels of Hans Digitalis and his cartel in an attempt to capture valuable resource for the Priesthood of Mars.

This routine Explorator survey discovered Rutilus amongst the star system of her fellows. After a cursory and brief scan of he system, the Adeptus Mechanicus fleet moved on. However, the fifth planet of the newly discovered system was identified and catalogued into Ad-mech cogitator banks as being potentially suitable for industrial gas mining at some future date. The world that would become Rutilus was first logged as OGS/System 456/Beta/Planet: Quintus. After the turmoil of the Augustine Crusade, a second more thorough Explorator Fleet moved through the system. This time, the Torch in the Darkness discovered that several rare gaseous

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta elements were floating amidst the midatmosphere. Without this discovery, it is likely that Rutilus would have languished in obscurity. However, with such rare elements present on the planet the Adeptus Mechanicus grew interested in harvesting these materials for their own mysterious purposes.

The Decline of Rutilus For hundreds of years, the planet harvested and exported its rare gaseous element cocktail to the Ad-mech’s vassal worlds. For the most part, life on the planet was routine and proscribed by the tenants of the Cult of the Machine-God. Each member a part of the mining machine.

The masters of the Tech-priests of Mars methodically went about preparing for a colonization effort. They allied with the Administratum of Terra, and used their joint resources in the region to prepare. The Ad-mech provided ships, leadership, and technology while the Administraum provided menials, infrastructure, and other necessities.

Then, the rare gas elements eventually became exhausted in 542.M41. The one thing that made Rutilus an important asset for the Adeptus Mechnicus was no longer present. Instead, the air mines of the gas Giant were just another common resources amongst hundreds available, others that were much easier to extract and maintain.

With the aid of two powerful bureaucracies it was only a matter of time before colonization efforts would bear fruit. In 368.M39, the first station was projected from orbit into midatmosphere of the Gas Giant. The Adminstratum dubbed the new planet Rutilus; and the Adeptus Mechanicus christened the station as Alpha. The Imperium of Man had established itself. Station Alpha naturally became the government center for the planet. From this hub, other stations were slowly constructed and set-up around the globe. It was a long, difficult process but eventually four other station settlements were created and deployed. It wasn’t long until the stations of Rutilus had a decidedly Adeptus Mechanicus flavor. As a result, the Mechanicus leadership within the Old Guard Stars petitioned to have Rutilus annexed fully to the Adeptus Mechanicus. After delicate negotiations and political maneuvering the Sector Commander granted the petition, and the Administratum was compensated elsewhere. Rutilus was declared an Ad-mech protectorate in 101.M41.

The eyes of the Ad-mech went elsewhere, and the importance of Rutilus was reduced to just another backwater world in the Old Guard Stars of the Eastern Fringe. Even the High Templum of the Adeputs Mechanicus of the Old Guard stars began to ignore the planet. As a result, trade pacts were created with Rogue Trader cartels to ship gaseous elements in exchange for food stuffs and other supplies. The Rogue Trader cartels took the place of the Ad-mech itself in supplying the operations of the mining facilities. This further isolated the world.

The censuring of Magos Konstanz Cy-Belle by the High Templum of the Old Guard Stars in 674.M41 brought purpose back to Rutilus. The Magos Cy-Belle had been pushing the boundaries of the Cult Mechanicus for years. The exact nature of his experiments and research have been purged, but the Magos himself was officially censured by the High Templum. As punishment for his crimes, the Magos was reassign to be the Station Primus of Severus on Rutilus. The High Templum reasoned that on such an outof-the-way planet of little value, there was little trouble that Magos Cy-belle could cause. This solution of exile became a popular tool.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta And in the preceeding centuries, a number of political opponents, radicals, and out-of-favor Magos found their careers reassign to be a member of one of Rutilus’s five stations. The gas mines again had a purpose in the Omnissiah’s Cogs. Of course, such a policy of exile would eventually lead to a critical mass of resentment, radicalism, and tainted teachings on one location. Rumors reached the ears of the High Templum that proscribed research, dark experiments, and foul blasphemies against the Omnissiah were taking place on Rutilus. Such dark tidings had to be investigated, as the number of rumors increased. There were reports of political unrest, as the various Station Primus vied for influence and control of the planet. In 838,M41, The High Templum assigned Magos Deanarus to go to Rutilus, and ascertain the truth of the rumors. He was declared the new Station Primus of Station Alpha, and acting Imperial Governor of Rutilus. As soon as the Magos landed on Rutilus, he began his investigation. All the Station Primus were summoned to Station Alpha. Magos Deanarus was displeased when only Magos Breston of Station Epsilon heeded his summons.

Undeterred, the new Governor conducted a tour of all the stations. Magos Deanarus carried out a thorough inspection of each station, starting with the wily old Magos Cy-Belle’s Station Severus. His review was meticulous, his envoys went over records carefully, interviewed menials and junior tech-priests, and interrogated the stations core cogitators. Magos Deanarus’s investigation was slow and methodical. After two long years, he finally composed his final report for the High Templum. His conclusions against his rival Station Primus was damning. As news of the contents of the report were leaked, Rutilus exploded into rebellion as Magos Cy-Belle, Magos Archivald, and Magos Zigzmund all declare Deanarus unfit to rule. Magos Deanarus browbeat Magos Breaton into supporting him, and the planet erupted into civil war as doctrinal differences split the planet. The High Templum authorize Magos Deanarus to use all available force to bring the renegade Stations into line. 851.M41 ends with Rutilus in chaos. The Madness of Magos Cy-Belle 676.M41 turned out to be a fateful year for Rutilus. The High Templum of the Old Guard Stars condemned Magos Konstanz Cy-Belle into exile. He became station Primus for Severus. In late 647, the Magos arrived to take his new post. The Magos had long pushed the bounds of acceptable research and development. He guarded his ideas closely, but even his closest

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta acolytes began to question his sanity as he began to dabble in proscribed warp tech. It was these same confidants who betrayed Magos Cy-Belle to the High Templum. This led to his secret hearing and subsequent banishment. Once ensconced at Severus Station, the Magos at first drew inward. He rejected the advances of his subordinates, and retired into his quarters. No one knows what exactly the Magos was doing, and he remained in isolation for six hundred and sixty six days, before emerging once more. His attention towards managing the station and its mining facilities was cursory at best. Instead, the Mago’s attention was drawn to the strange storm like phenomena of the Cyclop’s Eye.

The Magos organized a number of expeditions to the Cyclop’s Eye to study the strange wonder up close. Many of the lower ranking adepts on Severus speculated that the Magos was executing search patterns, as if looking for something within the storm formation itself. Of course, the Magos himself refused to reveal his true aims and was under no requirement to do so. On his fifteenth journey to the Cyclop’s Eye, the Magos himself ventured from his observation craft and entered the storm in a custom designed craft. Immediately, communication with Magos Cy-Belle’s craft was lost. The crew of the observation ship waited patiently, but as the hours stretched by; many doubted that Cy-Belle would return.

Calculi adepts busily tried to calculate the flight time sustainable by the estimated fuel capacity of the Magos craft versus the conditions inside the Cyclop’s Eye. Even by the most liberal estimate, the Magos was long overdo. It was with heavy heart that the observation craft commander prepared to return to Station Severus with the news.

Then, the vox net broke into static; that slowly built itself into the Magos Cy-Belle’s familiar bass drone. The Magos’ craft burst from the swirling wall of the Cyclop’s Eye, and dashed back towards the observation craft. As the ship settled into the hangar, the Magos emerged and banished all but a handful of servitor’s from the area. From what the techadepts managed to observe before their banishment, the Magos had retrieved… something… from the storm’s core. After returning to Severus, the Magos again retreated to his personal lab. No one was allowed to view what he had discovered. From there, the Magos began to dismantle everything associated with his work on the Cyclop’s Eye. First, his own exploratory craft was melted down into raw materials. Then, he ordered his observation craft similarly destroyed. Next, the Servitors he used were destroyed. The Magos stayed working in his lab for another six hundred and sixty six days, on the decade

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta anniversary of his arrival at his new post, Magos Cy-Belle emerged from his lab. A new era dawned on Severus Station. Now, the Magos was animated with an inner fire that had not been present before. He bent to his task as Primus with a new enthusiasm. The Magos personally began negotiating with the Rogue Traders and Chartered ships that brought supplies to Severus. He began to have the manufactorums of the station retooled and updated. The Magos personally took an interest in managing the day-to-day operations of the station. For the first time in a decade, the Magos was asserting his true authority. Then, the strange deaths began to occur. Low level tech-adepts slowly began to succumb to accidents on the manufactorum floors. Others, disappeared after routine inspections of air mining scoops, etc. At first, few took notice. Deaths like these were simply part of the normal attrition of the station. However, when the techpriest formerly in charge of the Magos Observation Craft disappeared; other tech-adepts began to ask questions amongst themselves.

creations; blasphemous murder-servitors. Thus, the Magos Cy-Belle launched his bloody purge of Severus Station. Cy-Belle’s opponents were caught completely by surprise, and most were slaughtered en mass during the conclave. Those that could, fled; but they were only prolonging the inevitable. After several days of violent skirmishes, vile assassinations, and outright murder; Magos Cy-Belle was the undisputed Primus of Severus.

Magos Cy-Belle began holding conclaves with key tech-priests of Severus Station. Here, he challenged the orthodoxy of the Machine Cult. He passionately preached against the shackles of the STC templates. At first, his message was subtle, and imbedded in honeyed word and code. However, as the Magos gathered more adherents to his creed, the radical words were expressed openly.

By 740.M41, Magos Cy-Belle began turning his station into a workshop and development center for his insane designs. This would increasingly bring friction with his fellow station masters, until the extent of his treachery would be revealed by Magos Deanarus. By then, the mad Magos was well on his way to creating his new vision of STC templates for humanities future.

The more orthodox of the Tech-priests were aghast at the Mago’s words! However, due to the Magos careful selection process, there were many all to willing to cross the line between the sacred, and the profane. At the final Conclave, later to be known as the Conclave of the Winnowing; Magos Cy-Belle unveiled his latest

By the time of Magos Deanarus’ investigation, Magos Cy-Belle had long been at work creating his own warped vision of STC templates, and reconfiguring his station’s manufactorums to create them. He worked hard to cover his tracks upon word of Deanarus’ visit, but he could not simply hide a century of progress in a matter of days. Instead, Magos Cy-Belle began planning

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta Mercievaux and her renegade band. They vowed to help Magos Cy Belle claim all of Rutilus as his new workshops. In return, the Magos would serve her and provide her troops with his new, mad designs. Magos Cy Belle knew he had little choice, and agreed. Mistress Mercievaux and her allies made way for the planet of the Red Clouds. They were eager to put an end to the feud, and unite Rutilus for the glory of Chaos and their Mistress.

for the inevitable reprisals. Magos Cy Belle was no fool. He knew that alone he would stand no chance against Magos Deanarus and the strength of the High Templum. He calculated that the High Templum would try to keep the turmoil on their vassal world under wraps. Therefore, Magos Cy Belle embarked on a dangerous path to take Rutilus for himself. He sought out alliance with the Primus of the other stations. He knew the others were renegades who had likewise been exiled to Rutilus. He hoped he would find a sympathetic audience with them. His calculations proved accurate as Magos Archivald and Magos Zigizmund were willing to join forces with him. However, Deanarus had gotten to Magos Breaton first, and convinced him to oppose the Radicals. This launched the Feud of the Red Clouds. However, Magos Cy Belle was not content. He knew that in order to survive, he would need more powerful allies than just his fellow station Primus. Instead, he began searching further afield. The Old Guard Stars are a wild and frontier place. It was not long until Magos Cy Belle’s search found allies in the form of Mistress

The Ork Taint Magos Breaton had been a long standing member of the Magos Biologis Xeno. This branch of the Adeptus Mechanicus is focused on the biological workings of the various alien foes the Imperium of Man faces. Magos Breaton’s area of expertise was the Orkoid menace, and especially research into Anzion’s Theory of Latent Psychic Fields in the Ork species. Just by researching Anzion’s Theory, Magos Breaton was all ready treading on the outside edges of Adeptus Mechanicus philosophy. Afterall, Anzion himself had been sanctioned long ago. However, Breaton’s fall and subsequent exile had little to do with his strange research.

Magos Breaton had been authorized by the High Templum to the Ork infested world of Dratz Fall. The planet was all ready under quarantine by the Imperial Navy, and a special dispensation had to be arranged for the Magos visit.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta The High Templum and Battlefleet Old Guard Stars limitations were clear. The Magos was only allowed to observe from high orbit. Magos Breaton agreed, and with haste made his way to Dratz Fall. Once there, the Magos and his staff set-up orbit and began using the Ad-mech ships rare and specialized Augur arrays to scan the planet and its savage inhabitants. After several years of high orbital observation, Magos Breaton was excited to see the Orks technology base begin to increase. He surmised that such growth was due to the emergence of Ork Oddboyz such as Mekaniak’s into the population. Despite the restrictions placed on his expedition by the High Templum of the Adeptus Mechanicus, Magos Breaton decided to land a party and try to capture the emerging Mekaniak Orks. The expedition to the planet’s surface proved to be a disaster. The entire expedition was killed, and Magos Breaton was lucky to escape with his life from the hordes of feral Orks. It was only the futile last stand of his elite skitarri bodyguard that allowed the Magos to board his transport and escape into orbit. The Magos attempted to cover-up the incident, but word reached the High Templum, and the Magos was recalled for judgement. There, Magos Breaton was condemned to exile as the station Primus of Epsilon station on Rutilus. In early 680.M41, Magos Breaton officially assumed control of Epsilon Station. Unlike Magos Cy Belle, he immediately set about establishing his authority, and his wishes to continue his research on Orkoid biology. To this end, Magos Breaton negotiated an illicit contract with one of the Rogue Traders that

supplied his station with a research supply of Ork spores. In exchange, the Rogue Trader received favorable trading rights for the station’s gas mining. Within a year, the Rogue Trader delivered on his part of the bargain. Magos Breaton set-up a specially constructed lab where the Magos could attempt to cultivate a control population of Feral Orks. The lab was specially sealed, isolated, and protected to avoid contaminating the rest of the station. The Magos continued his wretched experiment in isolation and secret from the majority of his station’s staff. Only a select handful knew of his radical ways. The Magos was fascinated by the developments he saw. The entire Orkology was revealed, and their symbiotic relationship with squigs, gretchin, and the Orks themselves. The way their small community developed revealed amazing insights. However, in 684.M41 Magos Breaton was horrified to learn that Orkoid spores had been detected in the sub-levels of the station. Aghast, he immediately ended his experiment and purged his Ork control groups. He had servitors sterilize the rooms, and then had the servitors themselves sterilized. He then organized sterilization teams of Servitors to enter the sub-levels of the station and purge any signs of the Ork infestation. Like his failure on Dratz Fall, he tried to cover it all up.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta This time, Magos Breaton reviewed his notes and the experiment, and realized he had committed a grave sin against the Omnissiah. He had let his personal obsession cloud his judgment. Caught by surprise at the magnitude of his sins, the Magos was uncharacteristically wracked by guilt and failure. He destroyed all of his research, and focused all his energy into productive gas mining. When Magos Deanarus arrived to inspect Station Epsilon, he found the station in good working order. However, it wasn’t long before his investigators revealed the dark experiments in the stations recent past. Magos Breaton admitted to his past sins readily once revealed, and pledged to aid Deanarus in exchange for amnesty.

However, unknown to the two Magos; the Ork eco-system was surviving and thriving in the sub-levels of Epsilon Station. There small, isolated communities of Feral Orks and Gretchin sprung up in the damp shafts and ducts deep in the interior. They survived off the ork ecosystem that naturally evolved in the damp, dark environments. Far from the routine patrols of the purge-servitors sent out by the unwary inhabitants of Station Epsilon.

As is the Ork way, the more Orks that were spored, the more they were drawn together by the growing Waaagh! Energy. One boss had seen the future. He had secretly followed one of the servitor kill teams, and saw them return to the surface. He knew that above the tunnels lay a new world for the Orks to inhabit. He cunningly brought his message to the Orks of fellow tribes. He promised a new world of fighting, against the over-enemies. Many of his rival’s boyz were drawn to this message. As a result, low intensity fighting broke out between the tribes. After a series of cunning ambushes against his rivals, Boss Badaxe had established himself as the Undanob of all the Orks on Epsilon. As the Feud of the Red Clouds heated up, much of the military power of Epsilon station was deployed to battle the radical Primus of the other stations. Undanob Badaxe had been amazed at the abilities and weapons of the overworlders. However, as the Feud continued, he recognized the weakening of his foes, even as his own Orks were spawning more rapidly than ever. In 856.M41, the Undanob led his horde to the surface. Ork warriors sprang from vents, long

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta forgotten manholes, and tore their way through the station’s floors. The sudden ferocious attack caught the lightly defended station completely by surprise. Unarmed Tech-priests fell beneath the crude axes of the Feral Orks with a squeal of binary protest. Blood, machine oil, and sacred unguents painted the stations walls as the greenskin hordes ravaged through Epsilon.

out the secrets of the Ad-Mech. The Orkoid threat had struck on Rutilus. A new menace was emerging from the carcass of Station Epsilon. Like a plague, the Orks of da Undanob Badaxe would emerge to leave their mark on the Feud of the Red Clouds.

Only the station’s main operations center held out for long. There, the remaining Skitarri rallied and held the lines. Combat servitors proved devastating in the confined spaces of the stations central corridors. However, the Ork knew their way through the secret places of the station, places that the Tech-adepts didn’t even know about. Ork huntas maneuvered their way into the main ventilation shafts of the Command Center. They fell on the surprised tech-adepts and slew them. Magos Breaton was one of the first to fall to the products of his own dark experiment. The skitarri defenders outside tried to move to help those inside, and the Orks overwhelmed their stretched lines. The Command Center and the defenders of Epsilon Center were overrun. Badaxe da Undanob had succeeded. As promised the overworld was theirs, and his followers were jubilant. However, as the Undanob reviewed his boyz handiwork in the Command Center, the Ork began to realize that there was more to the overworld then just this station. As this realization dawned on da Undanob, other Orks surveyed the manufactorum’s of Station Epsilon. Innate memories buried deep in some of the Ork shaman triggered. Their minds were suddenly ablaze with images of flying machines, guns, and other things that could be created using these overworlder machines. With innate curiosity, the burgeoning Mekz began to puzzle

The Greater Good of the Omnissiah As a young tech-priest, Magos Kurness Archivald was assigned to the retinue of an Ordos Xeno Inquisitor. These years proved to be formative for the young tech-priest, as he was exposed to a vast array of xeno technology. The mysterious and blasphemous ways of the alien were astounding to him, and became a life-long obsession. After the Inquisitor was killed under mysterious circumstances, Archivald returned to the High Templum of the Old Guard Stars to continue his research. There, he quickly began to gather political adherents and allies; as his exotic service with the Inquisition made him charismatic and popular with younger tech-priests. The Magos was able to leverage his political

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta connections which allowed Archivald to fuel his desire for Xeno tech. At the High Templum, he dug deeply into the heretical machines; each day growing more convinced that a great mystery of the Omnissiah was hidden within the alien technology. Naturally, such views made him powerful enemies on the High Council. The Magos Archivald’s own allies gave him protection. However, the Magos overstepped his political bounds when he published and distributed his work for peer review. His book, On the Nature of Tainted Technology; crossed the line. Even his allies were shocked at how deeply the Magos had debased himself with the alien technology. He seemed especially enamored with the radical ideas and abilities of Tau technology.

The wise members of the High Council knew the lessons of the ancient screeds of their sect. To become enamored of the upstart Tau could lead humanity to repeat the mistakes that had brought it low during the Dark Age of Technology. They knew that such fascination must be squashed, and that Magos Archivald made an example of. Luckily for the Magos, his allies were able to persuade the High Council that exile would be sufficient punishment. The Magos was spared death. Instead, he was banished to be Station Primus of Ro on Rutilus. Archivald realized how close he had been to death. However, he also felt he was incredible close to uncovering long hidden mysteries of the Omnissiah in the Xeno tech. Despite his best efforts to focus on his core function as Primus, the Magos again was drawn to heretical tech. The terms of Magos Archivald’s exile would not allow him to leave Station Ro. So, instead; he sent emissaries out into the stars to find what he needed. For years, these emissaries returned

returned empty handed, or with only token Xeno technology. However, the efforts of Archivald’s emissaries soon came to the attention of agents allied to one of the Tau’s Exploratory Fleets. The Water Caste Envoys aboard realized an opportunity to cultivate a new resource. Using their network of sympathizers, spies, and traitors; the Tau arranged for Rogue Trader Grace Voo to make a run to Station Ro on Rutilus. Once there, he tempted Magos Archivald with relatively mundane Tau technology. With the Magos’ own attempts to source such technology failing, he quickly negotiated a contract with Voo. On the surface, the contract was completely normal and well within the rights of a station Primus. However, Archivald also arranged for Voo to provide more “exotic” tech to him personally.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta In exchange, Magos Archivald began to cultivate his station staff to his own views tolerating Xeno technology. He carefully selected loyal followers and demoted or exiled those who did not share his views. To him, the xeno technology was not a blasphemy, but a varied avenue for the pursuit of knowledge in the name of the Machine-God. In 781.M41, the Tau Water Caste began to send envoys directly to Station Ro to negotiate trade deals with Magos Archivald, using the Trader Hrax Voo (the new holder of the charter) as a cover for their activities. For his part, the Magos welcomed direct access to the Tau’s technology and technicians.

to uncovering some great secret of the Omnissiah, while the Tau had all ready invested too much to simply abandon their hold on Station Ro. Magos Deanarus’ denounciation to the High Templum came as no surprise to Magos Archivald and his Tau allies. Magos Cy-Belle’s offer of alliance came at a critical time, as the Tau were preparing to leave Archivald to his fate. However, with the growing alliance against the Imperium of Man, Water Caste Envoy T’wa’la saw a chance to exploit the Tau’s assistance in exchange for the Warp tech they sought.

The two factions played a delicate game, as Magos Archivald used the Tau to upgrade his station’s facilities so he could observe and research their technology and how it interacted with the Machine Spirits of his own station. Meanwhile, the Tau were secretly influencing the menials and tech-priests with their own propaganda of the Greater Good. The Tau knew the Tech-priests maintained and manufactured all of the Imperium’s technology. They hoped to exploit the Magos into revealing his knowledge of the Warp. However, the Water Caste Envoys did not believe that Magos Archivald would reveal such secrets to them freely. Instead, they sought to corrupt the common inhabitants of Station Ro to their cause and eventually take over the station. As a result, a strange hybrid religion blending the teachings of the Omnissiah and the Greater Good became fashionable on Ro. The coming of Magos Deanarus threatened to ruin the great work being done by both parties. It was clear that they could not hide the extent of the taint from Magos Deanarus’ prying eyes. The Tau and Magos Archivald had been playing their great game for far too long. Archivald felt he was close

In addition to Tau forces coming to support the station, Magos Archivald began to integrate Tau technology and weapon systems into his own defense craft in an effort to beef them up. The result, was a handful of strange hybrid aircraft manned by those eager to prove their worth to the Greater Good of the Omnissiah. The Corsair Strikes The final station Primus on Rutilus was Magos Zigizmund. He had formerly been a high ranking member of the Great Explorator fleets. Late in 791.M41 the Magos returned with a small fleet that had explored the far edges of the Old Guard Stars. The fleet had been assembled and sent in search of Xeno artifacts by the High Council in

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta of xenotech. Of course, Magos Deanarus’ inspection uncovered the truth, and Magos Zigizmund was condemned like his fellow Station Primus. The appeal of Magos Cy-Belle to join in his rebellion seemed the only logical way to survive, maintain his collection, and allow himself to continue his search for knowledge. He committed his station to support the rebels.

M581.M41. Magos Zigizmund took command when the previous Magos died under strange circumstances during the mission. Upon their return to the High Templum, the Fleet’s data-arks were filled with new information, and its holds contained ancient relics from the edge of the Old Guard Stars. However, the mood of the High Council of the Adeptus Mechanicus had changed since Magos Zigizmund had departed. The cache of Xeno artifacts brought displeasure from the reigning Magos. When Zigizmund was ordered to destroy his discoveries, he balked. For his recalcitrance, he was banished to Rutilus as the station Primus of Lambda. There, Magos Zigizmund settled in to do penance for his crimes against the Omnissiah. He bent himself to mastering his new role. However, his dealings with the Rogue Traders that picked up and deposited cargo proved to be too tempting for the Magos. Out of curiosity and boredom, he began helping some of the captain’s analyze their data-arks. In exchange, they often gifted the Magos with some of their rare discoveries. The Magos began to amass a small, rare, and forbidden collection of

For the most part, pilots from Station Lambda participated in the back and forth air battles that characterized the Feud of the Red Clouds. However, in 857.M41; a group of pilots patrolling near the Whip’s Crack discovered an anomaly caught in its swirling vortex. Upon further review of the augur results, Magos B Zigizmund determined that the strange signature was of a Xeno artifact. Eagerly, the Magos ordered it recovered and returned to the station. An entire hangar bay was sealed off for quarantine as the station’s servitor’s moved the mysterious device into the hanger. Magos Zigizmund went to view it himself. After performing some cursory tests, he was convinced it was of Eldar manufacture. However, Magos Zigizmund’s fascination turned to horror as energy readings from the artifact began to read off the scale. The Artifact opened forth, allowing the witnesses to look into the unblinking eye of the Eldar Webway. It was nothing like the Magos or any of his Ad-Mech crew had ever seen before. Indeed, such an event had scarcely been recorded in AdMech histories. Unfortunately, his wonder was short lived as Eldar Corsairs stormed out. The xeno raiders butchered all they came across. The stations defenses had been weakened from years of fighting in the Feud of the Red Clouds. In addition, Magos Zigizmund death early in the

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta battle left the few defenders confused and unorganized. Within hours, the station was under control of the Eldar Corsair Eir’yuan. However, the mopping up operations lasted for a few more weeks. The new commander of Station Lambda had the hangars and flight decks cleared of the Mon’keigh craft, and his own pilots, crews, and aircraft were brought in via the Webway. By the time Magos Zigizmund’s allies felt something was wrong, the Eldar were safely ensconced within the station. Eir’yuan had come from across the Galaxy to take part in this war. The wandering ranger had been content to follow the Path of the Outcast, until he came across the ancient Eldar Shadow Seer known as the Faceless One.

After that fateful meeting, Eir’yuan renounced his craftworld ties, and took up the Path of the Corsair. The young Corsair worked his way through the ranks to command a Corsair fleet of his own, and following the prophecy of the Faceless One, turned it towards Rutilus. Once there, he sent out a message to all stations on the planet. They were to surrender their Station Primus to him, or be destroyed. Of

course, his warnings went unheeded. The Feud of the Red Clouds took on yet another new dimension. The Furor Imperialis The Imperium is a very political place. The Imperium of Man itself is monolithic. However, its hierarchies and bureaucracies are always shifting and ever-changing. Political movements and factions vie for everyday control, seeking for their ideas to gain ascendancy over that of their rivals. The highest echelons of the Old Guard Stars are no different. One such faction was known as the Furor Imperialis. They derive their name from a text published anonymously called the Codeci Furor Imperialis. This tract claimed that the times the Imperium was the most unified, strongest, and most devout where after it had purged taint such as renegades and xenos from its body. The fury of the Imperium should be turned to banish those unwanted and corrupting elements wherever they were found with righteous fury. The heretic and the xeno had no place in the Galaxy, and it was the Fury of the Imperium of Man to throw such savage and corrupt creatures from the stars themselves.

On the face of it, such a policy would seem to fit

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta fit in perfectly with existing Imperial policy. However, the Imperium is a dynamic place. Different, more tolerant, and less militaristic views often gain dominance for a time. The Codeci Furor Imperialis began to circulate in the higher power structures of the Old Guard Stars in 151.M41. How it came to the sector is unclear, but it became the topic for atrium chats, reading circles, and other leisurely philosophical discussions and hence began to gain adherents. Such advocates felt that the Old Guard Stars themselves could be testing grounds for the policy prescriptions of the Furor Imperialists. In 348.M41, Admiral Severus Volsk was a founding member of the official Furor Imperialist political wing. The Admiral became a leading proponent of the doctrine, and quickly found political allies in the Adeptus Munitorium, Mechanicus, and Ecclesiarchy. However, the Furor Imperialists were still considered a fringe faction within the Old Guard Stars. The Furor Imperialists were one of several political factions vying for dominance within the Segmentum High Command, High Templum, The Cathedral of the Ascendant Saint Augustine, and at the Sector Governor’s Palace. Slowly, they gained converts and political power. Their rise was helped by the growing instability on the edges of the Old Guard Stars due to hostile alien incursions, pirates, and renegade fleets. After the brushfire wars on Ammoriss, Zephyrus, Bin Mazar, and a host of other systems; it became increasingly clear to the Segmentum Governor that some action would need to be taken. In 852.M41, he shook up his cabinet and appointed a host of political figures directly or indirectly connected to the Furor Imperialists. With such appointments, the path to war was

was clear. Almost immediately, war plans that had been drafted in advance; began to rumble into motion. Orders went out by Astropath and courier boats. Ships, men, and material began to assemble at pre-arranged muster points. The Furor Imperialists plan was simple. Per their doctrines, they were going to launch a crusade to purge the Old Guard Stars of all heretics, renegades, and xenos. They dubbed this assault the Furor Imperialist Crusade.

At the head of the Crusade would be High Admiral Domnatus Volsk. The latest in a long line of a naval Dynasty that stretched back before old Severus Volsk himself. The High Admiral had decided to break his force into several spearheads that would thrust deeply across the Old Guard Stars, and purge any non-Imperial elements they came across. Each spearhead would be a mighty war host in its own right. These many prongs would sweep across the Old Guard Stars, and up to the edges of the Wilderness Space beyond. Early in 855.M41, the High Admiral himself held a review of ships above the Segmentum Capital. There, the Segmentum Governor, and other Imperial dignitaries reviewed the vast armada and gave praise to the God-Emperor. Over the next several days, the various Spearheads of the Furor Imperialis Crusade departed, each intent on bringing the Emperor’s wraith to the Old Guard Stars.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta Three Standard Terran Years later, one of the spearhead fleets of the Furor Imperialis Crusade entered the Rutilus system. Taskforce 351 had all ready blodded itself rooting out several Pirate bases in the Last’s Hope Asteroid Belt of the Apex Pointe system. However, their cruise had been relatively uneventful compared to that of some of their comrades.

The taskforce came upon Rutilus, unaware of the Feud taking place in the swirling clouds below. The High Templum of Adeptus Mechanicus had kept the situation on the planet secret, even from the crusading fleets. However, the arrival of the fleet had been anticipated by Magos Deanarus. Soon after the warships of Taskforce 351 entered the Rutilus system, they were hailed by Magos Deanarus. He urgently requested the Taskforces aid against the rebellious fellow Magos. Naturally, Rear-admiral Volsk agreed. This would be his Taskforces greatest opportunity to gain honor in the Furor Imperialis campaign thus far, and the Rear-admiral intended to make the most of it for his future career and reputation. The threat seemed minimal, and he ordered the majority of

Taskforce 351 onwards to continue the greater mission while his command ship and a few support vessels stayed on station to support the pacification of Rutilus. The Rear-admiral calculated that it would not take much time and effort to subdue such a backwater. Of course, the arrival of the Imperial Taskforce upped the ante in the Feud of the Red Clouds. With most of the Taskforce jumping out of the system to continue the crusade, the situation was not hopeless. Instead, the rebels acted decisively. Magos Archivald pleaded with his Tau allies for aid. Magos Cy-Belle did likewise with Mistress Merciveaux. Both responded with forces capable of matching the remaining Imperial forces. Upon realizing his error, Rear-Admiral Volsk fell back; and called for reinforcements from his Taskforce. However, after leaving the system; they would be delayed in returning. In the meantime, the renegade and xeno forces were also moving to reinforce their positions. The Feud of the Red Clouds had escalated to more than just a internal Adeptus-Mechanicus dispute. Now, it had turned into a flash point in the battle for influence over the Old Guard Stars.

Inquisitorial Report: A4567/893/beta A4567/789/Zeta Reference: Feud Investigation of the Red ofClouds Bin Mazar Access Code: ********** Level: Magenta

A Historical Timeline 649.M35 Rogue Trader Hans Digitalis and his cartel begin to explore the area of the Eastern Fringe referred to as the Old Guard Stars. 999.M35 Adeptus Mechanicus Explorator Fleet Altar of Discovery locates and scans the planet Rutilus (OGS/System 456/Beta/Planet: Quintus) and mark is suitable for industrial gas mining. 121.M36 The Administratum declares the Old Guard Stars as a Sector of the Imperium, and it is divided up into smaller Sub-sectors. 485.M36 St. Augustine, at the head of a Crusade fleet; pushes Xeno taint out of 75% of the Old Guard Stars, hence preparing the way for Imperial colonization efforts. 245.M39 The Adeptus Mechanicus Explorator Fleet Torch in the Darkness performs follow-up investigations on Rutilus. Rare gas elements discovered near the core of the Gas Giant.

601.M40 All five of the primary mining stations have been constructed on Rutilus. 101.M41 The Adeptus Mechanicus petition for full sovereignty over Rutilus from the joint-rulership of the Adminstratum is accepted by the Sector Commander of the Old Guard Stars. 152.M41 The Codeci Furor Imperialist is published and circulated amongst the ruling elite within the Old Guard Stars. 348.M41 The Furor Imperialist movement founds its own political wing to push their agenda within the Old Guard Stars and the greater Segmentum. 542.M41 Rare elements found on Rutilus appear to be exhausted. Industrial gas mining continues. 601.M41 Adeptus Mechanicus creates trade deals with Rogue Trader Cartels to provide transport and freight for Rutilus.

258.M39 Adeptus Mechanicus leadership in the Old Guard Stars deems Rutilus suitable for gas mining for rare elements. Suitable preparations are begun.

676.M41 Magos Cy-Belle lands from off world and begins to investigate the strange phenomena associated with the Cyclop’s Eye.

275.M39 The Adminstratum agrees to support Adeptus Mechanicus colonization efforts.

684.M41 Orkoid spores are discovered in the lower reaches of Station Epsilon

368.M39 The initial colonization efforts of Rutilus begins with the deployment of Station Alpha into the mid-atmospheres of the Gas Giant.

781.M41 Tau Explorator Fleet reaches Rutilus. Uses allied Rogue trader vessels to infiltrate Station Ro.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta 838.M41 Reports of growing unrest between various political and religious groups upon Rutilus reaches the Adeptus Mechanicus. Magos Deanarus is sent to investigate.

855.M41 The Furor Imperialis Campaign begins in the Old Guard Stars to purge xenos and heretics and their allies from the Domains of the Emperor of Mankind.

848.M41 Magos Deanarus reports that the unrest upon Rutilus is being fomented by xenos and heretics. He is commissioned with restoring the “True” faith to the planet.

856.M41 An Ork uprising surges out from the underhull of Station Epsilon.

851.M41 The doctrinal differences between the techpriests of the various stations explodes into all out civil war as Magos Deanarus demands that the stations Ro, Lambda, and Severus renounce their ways and conform to the Cult of the Omnissiah presented by Station Alpha and Epsilon. 852.M41 The Furor Imperialist gain the approval from Segmentum High Command and the Sector Governor of the Old Guard Stars to begin final preparations for the Furor Imperialis to cleanse the Old Guard Stars.

857.M41 As civil war rages, pilots of Station Lambda discover a bizarre augur anomaly locked away inside the swirling winds of the Whip’s Crack. Shortly after all communication with Station Lambda is lost. 858.M41 Elements of the Furor Imperialis fleet reach Rutilus. There the fleet finds the Adeptus Mechanicus elements there locked in a bitter doctrinal feud fuelled by xenos and heretics. Per the fleets mandate, they launch their attack to purge the xeno and heretic. However, the heretics and xenos have plans of their own.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

A Terragraphic Record Rutilus is a Gas Giant. Like most such planets, it is composed of various gases around a rock core. In the case of Rutilus, the majority of the atmosphere is Hydrogen and Helium. These two gases make an outer atmosphere envelope, and act as a wall to keep the other gases closer to the center of the world. The different gases inside of Rutilus make different “layers’ within the atmosphere of the planet. In addition to the layers inside of Rutilus, there are also several, bands and zones visible. The lighter bands tend to have an internal up draft, while the darker bands have an internal down draft. These are high and low pressure atmospheric conditions that cover large areas. However, there are also pockets of different pressures within these bands and zones. There are no solid surfaces on Rutilus that is reachable. The core of the planet, is so deep within the atmosphere, that the pressure is immense. Since there is no surfaces, there is no land masses to cause local heating, most of the planet’s surface conditions are dictated by the planet’s spin. The Crimson Path The planet’s structure has lead to interesting banding and zone structure once the outer layer of Helium and Hydrogen has been breached. Beneath this outer envelope is layers of various gases. At the outer edge of the atmosphere, the air pressures are much lower, and become denser the closer you move towards the planet’s core. As a result, the navigable passage for air travel is bracketed by a ceiling of gaseous clouds before reaching the upper atmosphere, and a floor of clouds, below which conventional aircraft would be crushed. This passage of navigable air space is know as the Crimson Path.

It is not uncommon for cloud banks to make their way into the Crimson Path from the cloud formations above or below. These drifting stragglers can form an impediment to air travel, until they are dispersed by the natural gravitational pull of Rutilus’ gravity and spin. In addition to the clouds of gases moving through the atmosphere by up and down draft, it is not uncommon to run across locations with strange atmospheric phenomena taking place. This is typically due to local conditions such as the interaction of gases, pressure, and gravity, and magnetism. It was this area between pressure layers that was slated for colonization. The great stations of Rutilus were placed within the Crimson Path. Stations of the Machine-God The rare gaseous elements found on Rutilus were the main draw and push for colonization. The Crimson Path was the only practical location for placing the mining stations. Essentially, the rest of Rutilus was unsuitable due to atmospheric instability or low/dense pressure. The core of each station was simply launched from orbit into the proper altitude. From there,

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta construction crews were sent down to build outward from the stations core. Each station was built to support the mining operations first, and all other functions second. Each Station has at its core a powerful ionic scoop that it can lower into the depths of the Gas Giant. This scoop extracts gas into the refining chambers at the center of the station. These refining chambers are then connected to Space Elevators. The Space Elevators are then used to pump valuable gaseous cargo to freighters in the upper atmosphere. Around the mining component were added vast storage tanks filled with gaseous material. These created a “belt” of buoyant tanks that allowed the station to float in The Crimson Path. These tanks can be emptied and filled to allow the station limited mobility up and down, with the natural wind currents. Therefore, the planet is slowly pushing the stations around the atmosphere. The outer rings of the stations are made up of the necessities of life. That includes hydroponic

farms, living habs, cathedrals to the Omnissiah, landing pads, augur arrays, and anything else the station needs to survive. Over the years, these outer structures have grown organically. This has led to bizarre outgrowths, which means no two stations on Rutilus look exactly alike. In addition, as the core mining elements ran out, the stations had to begin to diversify their mining capabilities. This led to the construction of manufactorums that built semi-autonomous harvester balloons. These balloons would deploy from the Stations and go on autonomous routes to harvest gaseous materials from other parts of Rutilus. To properly deploy these mining vehicles, an extreme outer layer of service docks and hangars sprung up. This makes each station a huge prickly mass of metal, antennae, and lights. Now, these mining blimps form the backbone of each stations economy. Without these vehicles, a Station would be unable to gather enough gaseous materials to effectively trade off world.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

The Aerial Platforms As the local deposits of gases were depleted each station slowly began to expand their mining territory outward. This led to the construction of a variety of outlying aerial platforms. These platforms created a logistical network to support each Station with gas mining activities.

Initially, these forays away from the main station were light. However, as the rare gases of Rutilus depleted rapidly, the need to expand into Gas Harvesting accelerated the rate of expansion into the Crimson Path. Naturally, as the Gas Harvesting platforms grew in number, additional support platforms began to be needed. These included weather stations to predict the strange wind patterns, and move Harvesters out of danger. Relay stations and storage platforms were created so that supplies could be ferried to the outlying platforms without coming form the main station. Storage platforms would also act as way stations to get

the vital gas back to the main Station so the Space Elevators could load it to outbound freighters. Of course, as the elaborate web of support platforms grew around the great stations of Rutilus, the need to defend these stations from wayward xeno and renegade pirates also grew. Early warning augur stations and defense weapon installations were built and towed into positions across Rutilus. As the Feud between Station Primarus grew, the militarization of the planet intensified. Now, the great stations of Rutilus could no longer survive without the network of aerial platforms that spiral outward from each station like the points on a grid. This various, isolated platforms are now the backbone of each Stations economic viability. If enough of these platforms were disabled, the Great Station would be unable to harvest the needed gas to support its economy, leading to eventual ruin.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

=Rutilus= The Warzones Warzone 1

Warzone 2

The Whip’s Crack

Station Ro

The Wall Of Faith

Priest’s Fall

Zruker’s Overlap

Station Lambda

Warzone 3

The Doldrums

Station Alpha

Geltz Rift

The Eddies St. Abelgard Vortex The Rough And Tumble

Station Epsilon

Warzone 4

Eye of the Cyclops

Station Severus

Warzone 5

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta Rutilus has been sub-divided into the following six warzones to ease prosecution of the Feud of the Red Clouds. Due to the nature of the situation on Rutilus, they will be referred to as Warzones.

Warzone 1- Station Lambda The Crimson Path is a band of tolerable pressure within the larger atmosphere of Rutilus. Like all the Warzones, this one is composed entirely within the Crimson Path. The atmosphere of Rutilus is composed of various regions of high and low pressure, up and down drafts, and areas with varying degrees of wind. The Warzone surrounding Station Lambda is well known for having high winds compared to other sections of Rutilus. The reason for this is unclear, but some speculate that the very spin of Rutilus itself, in relation to her orbit around the system’s central star leads to increased gravitational forces being exerted in the area. The Tech-adepts of Station Lambda were considered the local experts at weather divination and augur. Their location within such a windswept part of Rutilus made this s necessity for survival. They guarded their secrets zealously, and few other tech-adepts on Rutilus ever tried to recreate their knowledge base. Their destruction at the hands of the vile xeno Eldar was a great loss for the Cult Mechanicus on the planet. Areas of Note The following areas are of note in this Warzone: Station Lambda: Of course, the most important feature is the presence of Station Lambda. Of all the great stations of Rutilus, it is the smallest. The station was the last to be built during the colonization phase of the planet. In addition to being the smallest, it is also the most symmetrical. The centuries of expansion

at the station was well-regulated by the station Primarus. The constant danger of Tidal Winds made the need to regulated construction paramount during expansion. Finally, Station Lambda frequently moves around Rutilus as it is pushed by the frequent high winds of the Region. This means that navigating to the station unaided by its navigation beacons can be difficult. The station may not be in the same place twice. The Whip’s Crack The Whip’s Crack is an area of particularly high and steady wind flow. It is the fastest recurring “current” of air on Rutilus. Other currents exist, and are frequently used to aid in long-distance air travel. However, none is considered more tempestuous or dangerous as the Whip’s Crack. It was a considered a right of passage by Skitarri pilots of Station Lambda to be able to navigate the Whip’s Crack. Without successfully accomplishing this feat, promotion opportunities would be limited. However, most of the navigation charts of the Whip’s Crack were lost in the Fall of Lambda. The Wall of Faith The Wall of Faith is a curious column of incredibly dense pressure that literally geysers up through the Crimson Path before dispersing into the upper atmosphere. Any craft who have entered the wall, have never been heard from again; and presumed crushed. From the outside, it looks like a huge column of red, like a huge, billowing thunderhead cloud.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Warzone 2- Station Ro This Warzone is the operational territory of Station Ro. It is a large territory, but it is sparsely populated with aerial platforms compared to the airspace around Station Alpha and Severus. Station Ro was able to harvest the rare gases deep within Rutilus the longest of all stations, and was subsequently late to the construction of aerial platforms and gas harvesters. However, the station Primarus of centuries past was aggressive in staking out his territorial claims, even if he was slow to populate it. This aggressive policy became somewhat of a tradition, and hence the Tech-adepts of the Station have a reputation for being particularly stand-offish with members of the other stations.

For the most part, this section of the Crimson Path is dull and quiet. However, colossal cloud banks in the upper atmosphere occasional block out the filtered light of the system’s star. This can plunge large sections of this Warzone into prolonged periods of darkness. Areas of Note The following areas are of note in this Warzone:

Station Ro Like all Warzones, the main feature is the great station that monopolizes the region. Station Ro has the largest Ionic Scoop of all the stations, and it is capable of reaching deeper into Rutilus than any other. This ability has allows Station Ro to supplement its gas harvester income with the last traces of rare gases from the planet’s center. Therefore, Ro is one of the richest stations on Rutilus. Viewing the station from the outside, its relative wealth is obvious. The outer structures are well maintained and ornamentation to the glory of the Machine-God is common. However, this same

ornamentation gives the station a bit of a haphazard look. In addition, elements of strange Xeno tech have been mixed into the far exteriors of the station, blaspheming against the Ommnissiah and God-Emperor. Zruker’s Overlap The Overlap is a unusual meteorological phenomenon. At the point of the overlap a high pressure and a low pressure front are constantly crashing into each other. This leads to an amazing and constant storm front along the Overlap zone. This storm front is unusual on Rutilus, as it actually generates lightning. The exact cause is known only to the Tech-adepts that study such things. However, the prevailing theory has to do with overly charged particles in the atmosphere coming into contact. Priest’s Fall The phenomenon known as Priest’s Fall is an unusual level of low pressure that creates a “hole” through the lower cloud banks, and goes deeper into Rutilus than other point on the Gas Giant. Traditionally, the inhabitants of Station Ro have used the site as a place for ritual executions and suicides. The plunge into the depths of Rutilus being symbolic of ones fall from the grace of the Machine-God. On lip of the site is a large aerial platform that serves as a penitentiary. This location is also referred to as Priest’s Fall. This penal colony housed the Tech-priests and Menials who fell foul of the authorities on Station Ro. This platform would house them until their ritual execution in the Fall.

Now, with the spread of the quasi-religion of the Greater Good of the Machine God, Priest’s Fall house a great many Tech-adepts who failed to convert in a timely fashion, and have stayed loyal to the “true” faith in the Omnissiah.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Warzone 3- Station Alpha The first of the Great Stations to be placed on Rutilus was that of Alpha. As a result, it maintain a central position on the planet, bestride its equator. Therefore, the corriolous effect leads to strange wind currents near the station. This can make the winds around Station Alpha unpredictable and difficult to manage. In addition, it is rough on airframes, pilots, and fuel consumption as the winds can cause unpredictable turbulence and delays no matter the flight plan. Where it was steady flying one day, can become a rough patch the next. Therefore, the Adeptus Mechanicus of Station Alpha rely heavily on Servitors for flight operations. They have proven to be able to withstand the constant physical battering better than the more human Skitarri pilots. De to the range limitations placed on aircraft departing from the Great Station, the operational ranges the station can control are limited. However, the space it can control has been artificially fortified with a number of aerial platforms and relay stations. No airspace has more clutter in it then the space around Station Alpha. During an unexpected series of turbulence, a quick landing on one of the many aerial platforms can be a needed respite. This rough turbulence is a source of consternation to the Tech-adepts of Station Alpha. However, in this dangerous times, they also have helped protect the airspace and inhabitants of Station Alpha. Attacking forces have had difficulty in navigating the rough air and rapidly changing air currents. Areas of Note The following areas are of note in this Warzone: Station Alpha

This is the oldest of the Great Stations. It’s surface is pockmarked and scoured by time. Despite the tech-priest’s diligent efforts, it still appears ancient and baroque compared to its contemporaries. It is also the largest of the five Great Stations. Housed in this old station is the Cathedral of the Red Descent. It is the largest place of worship for the Machine God on the planet. This serves not only as a temple, but also a databank, laboratory, logis engine, and manufactorum. Geltz Rift The rift is unusual, in that it is a break in the normal cloud cover of Rutilus, that leads directly to the upper atmosphere of the gas giant, and out into space. It is the only place in the Crimson Path, where one can look up and see the stars. At the bottom of the Rift, previous Station Primarus of Alpha had a small and rudimentary space port built. This space port allows Station Alpha to export more gas than any other station; thereby securing its dominance over the other Great Stations. Now, in these dark times, Magos Deanrus can use it to resupply his war efforts directly from orbital assets.

The Rough and Tumble As the name suggests, this area is a constant mass of turbulence and difficult flying. Despite the changing conditions elsewhere in the Warzone, this area is always wracked by turmoil. Aircraft entering here do so at their own peril, as the turbulence is great enough to smash an air frame to bits. In addition, the area is a relative blank spot for navigation. No records exist to map out the interior of the Crimson Path inside the Rough and Tumble. Some report that instruments within the area are notoriously unreliable. Others speak of ghosts and nameless monsters haunting the area.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Warzone 4- Station Epsilon The warzone surrounding Station Epsilon is relatively calm and peaceful compared to other portions of Rutilus. The winds are mild, and storm are infrequent. Travel across the warzone is easy, except for the large distances involved. However, for all this ease of movement, this area has the lowest concentration of valuable gas deposits to mine. Therefore, it is relatively poor, with vast distances separating aerial platforms from each other. Instead, the aerial platforms cluster around pockets of rich cloud banks, like small boom towns. Areas of Note The following areas are of note in this Warzone: Station Epsilon As noted, this area is the poorest, and Station Epsilon reflects this. It is a large station, but much of it has been abandoned over the decades, and left to fall into disrepair. Vast underhulls stretch through out the structure where few if any venture. The outside looks decrepit and ancient. The paint is mostly peeled away, and corrosion is visible across the underbelly. The upper reaches are a stark contrast, with fresh paint, and no noticeable corrosion. However, closer inspection will reveal a number of quick, cheap, and crude patches put in place on the hull. Now, with the takeover of the Orks, crude and shabbily constructed outgrowths have sprung up all over the outsides of the Station. This make sit look like a great log, infected with fungus. These shabby structures serve as makeshift living spaces for the burgeoning Orkoid population. The perimeter of the station is now bristling with crude cannons and guns. They have even gone so far as to paint a huge and garish red glyph on the outer hull, despoiling the

Machine Gods creation. The Doldrums This area is well known for having little in the way of meteorological activity. However, the Doldrums take this to new lows. There has never been any recorded wind activity in this region, and a strange stillness settles the air.

However, the area is one of the most productive for gas mining in the Warzone, and a hodgepodge of aerial platforms cluster around and in the dead zone. The rules and laws of Station Epsilon were poorly enforced in this region, and local racketeers and gangsters sprung up, monopolizing the profits of the gas mining. Typically, the Primaris of Epsilon turned a blind eye, as long as tithes were met. With the coming of the Ork, this has become a wild region with no law, but that of the knife. St. Abelgard Vortex Unlike the rest of the Warzone, the Vortex is a dangerous area to navigate. Some unknown cause “sucks” air from this warzone down into the lower depths of Rutilus. The Vortex exerts an incredible pull all around it, and unwary aircraft can be pulled in and swallowed up.

Where such aircraft end up, or what happens to them is a mystery. However, no aircraft sucked into the Vortex has been heard from since. Thankfully, the Vortex is a known issue. In general, it can be easily avoided.

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Warzone 5- Station Severus The final warzone on Rutilus surrounds Station Severus. It has long been a region considered to be cursed. The area is frequently wracked by unexpected wind storms, cyclones, and other assorted nasty weather patterns. Pilots in the region have reported ghost readings, mysterious sightings, Comm whispers, and instrument disruption. Aircraft and entire aerial platforms occasionally disappear without a trace. Even more mysterious, entire platforms have been found devoid of any crew with no explanation for their disappearance. As a result, the people of the Warzone are a superstitious lot. They tend to gather trinkets and amulets, and use those to help placate the Machine-spirits. The use of fetishes is also common. Their rituals are especially elaborate. Lastly, the Tech-adepts of Station Severus were prone to the use and veneration of idols in an idealized or artistic form of the Machine God. Tech-adepts from other stations found these habits unnerving and barbaric; but these visitors did not hail from a region of Rutilus rumored to be cursed.

Areas of Note The following areas are of note in this Warzone: Station Severus Over the course of years since Station Severus was first inhabited, it has grown to be an ugly eye sore. Its outlines are sharp and hard. Its coloration mottled and ugly. The general shape has become misaligned and grotesque.

The outside of the structure is covered with seals, sacred texts, iconography, statuary, and other fetishes. There is no longer any smooth planes, as it has now been decorated with the superstitious symbols of the Adepts inside.

The Eddies This area of the warzone is full of naturally occurring, small, cyclones. These cyclones tend to appear and disappear at random in the region, but are regular enough where one is almost always visible. The Tech-adepts of the region have competing theories as to why this occurs, varying from the mundane to the spiritual.

No matter the cause, these cyclones make travelling the Crimson path through this area dangerous. The Cyclones exert a great deal of destructive power in a relatively small area. Their unpredictable nature means they can appear anywhere and wreak mayhem in the area. As a result, no aerial platforms have been built nearby, and air traffic tends to bypass the Eddies. Eye of the Cyclops This is the largest storm on Rutilus, and it has been present since the founding of the colony. From the outside, it is a huge billowing cloud form that bulges out at the center. When seen from orbit, looks like a huge unblinking eye staring into the void. The storm seems to ignore all the natural elements of Rutilus such as gravity, pressure dynamics, physics, etc. and seems to exist in defiance of nature itself.

The Eye seems to exert amazing force and influence on the surrounding weather patterns, and cloud banks, smaller storm systems, tidal wind, and cyclones constantly spin off. These smaller weather patterns have been recorded to persist independently for hours and even up to weeks later. In addition, pressure systems tend to be repelled by the Eye. Those who get to close to the Eye of the Cyclops find their instruments to become untrustworthy, machine-spirits become restless, and even servitors begin to glitch and spasm. The more superstitious claim that the Eye of the Cyclops is the source of all evil on Rutilus.

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Notables Magos Cyril Deanarus- Adeptus Mechanicus- Station Alpha The Magos Deanarus is well known proponent of strict orthodoxy regarding the tenants of the Machine God. It was his reputation as a purist that inspired the High Templum of the Adeptus Mechanicus of the Old Guard Stars to send the aging magos to Rutilus. Many thought that his brand of conservative thought would bring the radical tech-magos exiled to Rutilus to heel. After his departure to Rutilus, some whispered that the council of Archmagos were effectively exiling Deanarus himself, under the guise of investigation. His rabid conservatism had made him enemies on the council. Some claimed that manufactorums put under his oversight actually lost productivity and efficiency due to his purges. Whatever the truth, Magos Deanarus has led the charge to restore the true purity of faith to the Omnissiah on Rutilus. Once the fleets of the Furor Imperialis campaign entered the system, he was eager to reach out for their aid. Vice-Admiral Nils Volsk- Imperial Navy- Faithful Servitude The Faithful Servitude is the flagship of one spearhead of the sprawling Furor Imperialis campaign. The spearhead that reached Rutilus was called Taskforce 351, and was led by Vice-Admiral Nils Volsk. Nils is a second son of a serving fleet admiral, and hails from the infamous Volsk Naval dynasty. For a vice-admiral in the Imperial Navy, he is a relatively young man. His youth has led him to an inflated sense of personal honor, which has thus far caused friction with other officers. He is not a popular figure. Vice-admiral Volsk has long been an advocate for the Furor Imperialis campaign. Thanks to his advocacy and the political connections of his family dynasty, it was only natural that he would be the commanding officer of one of the Crusade taskforce elements.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta Commander Markus Plegabo- Imperial Navy- Aeronautica Imperialis The Plegabo family were loyalist to the Imperial cause during the uprising on Graingo. After the planet’s fall to the rebels, the Plegabo family was evacuated off planet. In return for their loyalty, they have become a hereditary naval family, serving in the Aeronautica Imperialis. Markus is the latest in a long line of officers to serve in the Aeronautica Imperialis of the Imperial Navy. Unlike some of his fellow officers, Markus is not a pilot. This has led to grumbling from some of the pilots under his command. However, he is a shrewd logistician and a veteran campaigner. Commander Plegabo is tasked with leading the Aeronautica Imperialis squadrons on Rutilus. Magos Konstanz Cy-Belle- Adeptus Mechanicus- Station Severus No one is sure exactly how old Magos Cy-belle actually is. However, of all the station heads, he has been on Rutilus the longest. He has been on station for so long, no one is exactly sure what got him exiled to Rutilus to begin with. However, he has long been an advocate for pushing the boundaries of the Ad-Mech’s faith. As station Primus, Magos Cy-belle has spearheaded efforts to investigate the strange phenomenon localized around the lightening clouds of the Cyclops’ Eye. There he uncovered a terrible secret, a secret that is said to have infused him with a new energy. A mad genius for design has since consumed him and the Magos purged all who stood in his way. Now, the work stations of Station Severus have been refitted to produce his mad designs. The Magos has forcefully refused Magos Deanarus’ calls to halt his crazed production. Mistress Mercievaux- Chaos Renegade- The Harsh Mistress The Mistress is a powerful rogue psyker wanted by the Imperium for her many crimes against humanity. However, her origins are shrouded in mystery and legend. Some claim she hails from the outer stars, others that she is a former Imperial servant, while others claim darker origins of mixed xeno heritage. The only known truth is that she is a successful marauder and mercenary on the fringes of Imperial space. Her warband has come to support the mad Magos Cy-belle in exchange for his insane, genius, and deadly weapon designs. The Mistress is courting the Magos to be the newest member of her warband. In exchange, she has attracted and hired a number of Chaos Warbands to assist her in capturing the stations of Rutilus as the workshop for her new potential minion.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta Magos Kurness Archivald - Adeptus Mechanicus- Station Ro Archivald had long been fascinated by the tainted tech of the xeno and alien. His views were made known publicly in his treatise On the Nature of Tainted Technology. Once his treatise was published, the High Templum became uncomfortable with his work, and exiled him to Rutilus as the Station Prime of Ro. The exile only served to heighten Archivald’s thirst for the forbidden technology. He was convinced that his work was too close to uncovering a deeper truth of the Omnissiah. His interest was particularly aroused by the rapid technological improvements of the Tau Empire. In his madness, he pushed the boundaries of Imperial law and began an illicit trade with vile xenos. Using the guise of a neutral Rogue Trader, the Water Caste Envoys of the Tau were eager to trade their tech for knowledge of the warp. However, Magos Archivald is no fool, and has managed to only keep the Tau envoys tantalized with hints and vague information. In the meantime, the Tau have been busy spreading their teachings amongst the layworkers on Station Ro. Captain Hrax Voo- Rogue Trader- The Golden Fleece Captain Voo holds a minor, yet legitimate Rogue Trader charter, an heirloom of his ancestors. However, his cartel fell on difficult times and his legacy has been reduced to a single ship, it’s mercenary company, crew, and his charter. Consequently, he was eager to return to profits, and his greed was easily turned by the Water Caste Envoys. Now Captain Voo helps the Tau by using his connections to plant Tau infiltrators and spies across the edges of the Old Guard Stars. In return, the Captain is provided valuable trade goods to barter with. The arrangement had been satisfactory. However, after the revelation of his involvement with the Tau on Rutilus, he has no choice but to fight. Envoy T’wa’la- Tau Water Caste – Station Ro The Water Caster Envoys of the Tau are their diplomatic corp. Their mission is to spread the message of the Greater Good and to negotiate treaties between their Empire and other races. Envoy T’wa’la has been the lead negotiator between the Tau Empire and Magos Archivald. She has been using her contacts and spies to infiltrate the menial population of Station Ro. As a result, a plurality of the menials and lesser Tech-adepts have incorporated the teachings of the Greater Good into the teachings of the Machine God. This has led to a strange hybrid faith. Envoy T’wa’la’s true goal is to learn the secrets of the Warp for her people.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta Boss Badaxe da Undanob- Orks- Station Epsilon Boss Badaxe is the result of a failed experiment on Station Epsilon under the former station Primarus. The result of the experiment allowed Ork spores to contaminate the under levels of the station. Despite patrols and regular sweeps, the spores took root. However, the infestation went unreported for fear of retaliation from the High Templum of the Ad-mech. After a number of years, the Ork spores finally reached a critical mass. Small bands of Ork and Gretchin tribes grew up in the isolated lower reaches of the station As is the Ork nature, one eventually rose to prominence and united the various Undaklanz. The most cunning and strongest boss was Boss Badaxe, who took the title of Undanob. As is the Ork Kulture, Badaxe led his boyz to the upper reaches. There the surprised defenders were caught off guard by the unexpected explosion of Orks from beneath them. Soon, Boss Badaxe ruled the station. He soon discovered that more humans lived on stations like his, and he decided it was only right for Da Boyz to rule them all! Eir’yuan the Corsair- Eldar Corsair- Station Lambda Eir’yuan’s home craftworld is that of Mymeara. In his travels across the webway, he made his way to the Eastern Fringe and the Old Guard Stars. There, he was confronted by the ancient harlequin Shadow Seer, the Faceless One. After listening to the ancient’s words, the wandering Ranger left the path of the Outcast and turned to the Path of the Corsair. Under the direction of the mysterious Faceless One; Eir’yuan took over Station Lambda in a surprise raid. Once established, he sent a clear message to his fellow stations. Turn over the Magos of each station, or prepare to face the wrath of the Eldar. Of course, no one was willing to indulge the impetuous xeno. The Eldar Corsair has determined to find, capture or kill each of the Magos still left on Rutilus.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Playing the Campaign

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Playing the Campaign New Units Chaos Hellspike Fighter The Hellspike is one of the mad inventions of Magos Cy-Belle. The fact that it maintains some recognizable features of the typical Hell Blade fighter is a troubling development, and has led to rampant speculation regarding what the Magos pulled from the Eye of the Cyclops. Like its cousin craft, the Hellspike seems to be a nightmarish amalgam of technoheresy, sorcery, and demonic pacts. Also like the Hell Blade, no intact Hellspikes have ever been recovered. Those that have been defeated in air-to-air combat, instead seem to burst apart as barely contained energies tear the craft apart. The Hellspike loses none of its fellow chaos crafts maneuverability. Indeed, battle reports indicate it can match the same antics of the Hell Blade. The main observable difference is that the Hellspike pacts a greater punch with a pair of linked Las-cannons.

This has made the Hellspike dangerous to the cargo haulers, mining drones, and docking stations used to harvest the gas clouds of Rutilus. Thankfully, only a handful of these aircraft have been fielded by Magos Cy-Belle and his patron. It speculated that the occult elements needed to manufacture such a craft are exhausting, therefore making the mass production of these craft difficult at best. So far, the Hellspike has been seen in only limited engagements and typically accompanied by more traditional Chaos aircraft. Pict captures and after action reports indicate that these craft are flown by exceptional aggressive pilots. However, some tech-adepts have speculated that the pilots themselves have little control over the craft, and instead are at the whims of whatever demonic entities inhabit the vessel. Of course, this would seem laughable on its face.

Hellspike- Chaos Interceptor Type:

Fighter

Hits:

1

Transport:

0

Maneuver:

Very High

Max Speed:

8

Min Speed:

3

Max Altitude:

9

Thrust:

3

Weaponry: Weapon Las-cannon

Arc Front

Firepower 0/2/1

Damage 2+

Ammo 3

Special Extra 6+

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Chaos Hellfury Fighter The Hellfury is another of Magos Cy-Belle’s crazed designs. Like the Hellspike, it seems to be simply a variant of the traditional Hell Blade. However, unlike the Hellspike, it expands on the traditional weapon loads, and adds additional weapon configurations. It is still an open question as to the method used to create a Hellfury. These secrets are only kept by Magos Cy-Belle himself. Of course, many tech-adepts feel that it must use the same black arts and heretek that goes into creating all Chaos craft. How and why Magos Cy-Bell would do such a thing is still a mystery.

It is unclear how many Hellfury aircraft have been constructed. So far, they have only been witnessed in limited numbers. This could point to the fact that they are difficult to manufacture or that there are other limiting factors. There are a great many uncertainties surrounding the Hellfury. One thing is clear, the Hellfury design is highly desirable for Mistress Mercievaux to acquire.

Only pict camera and after-action reports are available to discuss the capabilities of the Hellfury. Like all Chaos craft, they tend to disintegrate at the slightest scratch. However, they make up for it by being highly maneuverable, and capable of avoiding enemy interceptors. HellFury- Chaos Interceptor Type:

Fighter

Hits:

1

Transport:

0

Maneuver:

Very High

Max Speed:

8

Min Speed:

3

Max Altitude:

9

Thrust:

3

Weaponry: Weapon Heavy Bolters

Arc Front

Firepower 3/2/0

Damage 5+

Ammo 3

Additional Weapons A Hellfury can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Rockets Front 6/4/0 6+ 2 Weapons Load 2 Weapon Doombringer Missile

Arc Front

Firepower 0/2/1

Damage 3+

Ammo 2

Special

Special -

Special Aerial, Extra 6+

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Chaos Herald Strike Fighter Magos Cy-Belle’s mad genius extends into all manner of aircraft. The Herald is unique amongst traditional Chaos aircraft designs, as it is a dedicated strike fighter. Due the unique and dedicated nature of the Herald, it is much slower and less maneuverable than traditional Chaos craft. However, it carries

a much greater weapon payload. During the Feud, properly supported Herald strike fighters were pivotal in taking out perimeter early warning and harvesting stations. However, when not properly supported, they have proven to be vulnerable to enemy interceptors.

Herald- Chaos Ground Support Craft Type:

Fighter

Hits:

2

Transport:

0

Maneuver:

High

Max Speed:

7

Min Speed:

2

Max Altitude:

7

Thrust:

3

Weaponry: Weapon Auto-cannons

Arc Front

Firepower 2/3/0

Damage 4+

Ammo 4

Additional Weapons A Herald can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Heavy Bolters Front 3/2/0 5+ 4

Special

Special Ground

Weapons Load 2 Weapon Bombs

Arc Rear

Firepower 6/0/0

Damage 2+

Ammo 1

Special Ground, Extra 5+

Weapons Load 3 Weapon Las-cannon

Arc Front

Firepower 0/1/1

Damage 3+

Ammo 3

Special Ground, Extra 6+

Weapons Load 4 Weapon Rocket Pods

Arc Front

Firepower 6/4/0

Damage 6+

Ammo 2

Special Ground,

Weapons Load 5 Weapon Death Head Missile

Arc Front

Firepower 2/2/2

Damage 3+

Ammo 2

Special Ground, Extra 6+

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Chaos Hellforged Perhaps Magos Cy-Belle’s greatest and most inspired aircraft design is that of the Hellforged. A devilish mix of blasphemies, daemonic pacts, and heretek. The Hellforged could be the most dangerous craft in the new chaos arsenal. It is unclear how Magos Cy-Belle was capable of creating the dreaded Hellmaw missile, but through some unknown method he was able to recreate the terrible warp field generators that make the Hellmaw so deadly. However, what can not be denied, is that he did it. Worse, he was able to link it to an airframe for long range delivery.

Thankfully for the Imperium, the numbers of Hellforged appear to be limited. Beyond their initial use to eliminate the bombers waves, they have only be fielded in very small numbers, and used to eliminate key sub-station augur arrays and communication links. The Hellforged seems to draw heavily from the Hell Talon design. Therefore, as a weapon delivery platform it is superb. Its speed and maneuverability allow it to act as a fighter in a pinch. However, sometimes the Hellmaw missile itself can be unreliable at best.

The Hellforged was instrumental in defending Station Severus from massive bombardment in the opening phases of the Feud. The Hellmaw missile was capable of making a mockery of the Marauder bombers that were converging on the station. HellForged- Chaos Missile Carrier Type:

Bomber

Hits:

3

Transport:

0

Maneuver:

High

Max Speed:

7

Min Speed:

3

Max Altitude:

9

Thrust:

2

Weaponry: Weapon Auto-cannons

Arc Front

Firepower 2/3/0

Damage 5+

Ammo 3

Additional Weapons A HellForged can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Hellmaw Missile Front 1/1/1 Special 1 Special Rules: Warp Rift- Roll a d6-2 to determine damage when a missile hits

Special

Special See below

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Chaos Vandal The last insane creation of the renegade Magos Cy-Belle is the Vandal. The Vandal is not a true combat aircraft, but is instead a assault transport. If the design flourishes, it could become the Chaos answer to the Valkyrie. The Vandal was initially seen during the renegades attempts to knock station Epsilon out of the Feud. The assault was repulsed. However, later the station would be knocked out by the Ork revolt. However, it became immediately clear that the Vandal was not a frontline combat craft. It proved easy prey to the Imperial interceptors. Of course, rarely would you find a Vandal flying on its own, unsupported by more nimble and

deadly Chaos fighters. Its success as a troop transport is debatable. Like all Chaos craft, it appears prone to exploding. Again, this appears to be a side effect of the dark rituals required to make the chaos aircraft. With the failure of the assault on Station Epsilon, the Vandal has been seen in only isolated strategic attacks on harvesting facilities, defensive platforms, and perimeter refueling stations. They are almost always accompanied by escorts, since the Vandal has no way to defend itself. If armed, these weapons are mostly used to help clear the landing zone of defenders.

Chaos Vandal- Chaos Troop Transport Type:

Fighter

Hits:

1

Transport:

1

Maneuver:

High

Max Speed:

6

Min Speed:

1

Max Altitude:

9

Thrust:

2

Weaponry: Weapon None

Arc -

Firepower -

Damage -

Ammo -

Additional Weapons A Vandal can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Rocket pods Front 6/4/0 6+ 2

Special

Special Ground

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Chaos Icon Dropship The Icon is one of many dropships used by the myriad renegade forces found in the Old Guard Stars. The original creator of the design is unknown. However, the widespread use of it by renegade forces in the sector indicate that their maybe one local source for its creation. Whether the manufacturing base is local to the Old Guard Stars or imported from elsewhere is open to debate. The design of the Icon Dropship mirrors the design of the Imperial Ajax Tactical Lander closely. Like the Ajax, the Icon is designed to

insert platoon level forces into combat zones on a planet’s surface from nearby orbit. To accomplish this, it is armored to help protect it from ground defenses, and armed to fend off interceptor craft. However, it is relatively vulnerable to other aircraft and not particularly maneuverable. Unlike most Chaos aircraft, a few Icon dropships have been recovered. Their designs are depressingly ordinary, and don’t seem to rely heavily on the same demonic pacts and heretek as other chaos craft. Like Imperial equivalents, their interiors are rugged, spartan, and utilitarian. The troops being transported are afforded no luxuries. The arrival of Mistress Mercievaux’s forces over Rutilus has raised concerns that the Icon Dropship maybe used to assault key loyalists AdMech positions from orbit. However, so far these craft have not been employed. Their mere presence has served to act as a strategic consideration.

Icon – Chaos Dropship Type:

Bomber

Hits:

3

Transport:

5

Maneuver:

Low

Max Speed:

5

Min Speed:

1

Max Altitude:

9 (Rocket)

Thrust:

2

Weaponry: Weapon Auto-cannon Heavy Bolters

Arc Front Around, Up

Firepower 2/2/1 3/2/0

Damage 5+ 5+

Ammo 5 5

Additional Weapons An Icon can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Rocket pods Front 6/4/0 6+ 2 Special Rules: Orbital Lander - See the Investigation of Bin Mazar special rules

Special Ground

Special Ground

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Chaos Storm Eagle A formidable gunship, the Storm Eagle mounts fearsome firepower for a vehicle of its size and is capable of transporting twenty Chaos Space Marines directly into the thick of an assault. However, it is not much of an air-to-air combatant, relying on an escort of allied aircraft. The exact origins of the Storm Eagle are unknown, Certain sources place the principal manufacture of the Storm Eagle upon Tigrus and Anvilus IX, both Forge Worlds that suffered catastrophic damage during the Horus Heresy. It is not surprising to find these aircraft in the arsenals of Traitor marines, as they were widely available during the Heresy. However, it is not clear how the Traitors replenish their lost craft.

Storm Eagles would not play a huge factor in the Feud of the Red Clouds. Their were few Chaos Marines engaged in the combat on Rutilus. Those that were present, were often held in reserve for key strikes, where the Strom Eagle would play a role.

Storm Eagle– Chaos Marine Assault Craft Type:

Fighter

Hits:

4

Transport:

4

Manuever:

High

Max Speed:

6

Min Speed:

2

Max Altitude:

9 (Rocket)

Thrust:

1

Weaponry: Weapon Auto-cannon Vengeance Missile Launcher

Arc Front

Firepower 2/3/0

Damage 5+

Ammo 4

Front

0/2/2

3+

2

Special -

Additional Weapons A Chaos Storm Eagle can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Special Las Cannons Front 0/2/2 2+ 4 Ground Extra 6+ Weapons Load 1 Weapon Arc Firepower Damage Ammo Special Hellstrikes Missiles Front 2/2/2 3+ 4 Ground, Extra 6+ Special Rules: Orbital Lander– See the Investigation of Bin Mazar Special Rules

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Gue’vesa Swordfish The Tau have put in considerable effort and intelligence into wooing Magos Archivald into their sphere of influence. In exchange, for the tech-priest’s aid the Tau have offered support of Archivald in the Feud of the Red Clouds. At the behest of Envoy T’wa’la, her Earth Caste agents in conjunction with Archivald’s radical techpriest’s have melded human and Tau technology to make the Swordfish.

remain the servitors or Skitarri of the Adeptus Mechanicus. The Swordfish has only recently become available to the rebellious Magos. As such, there are few serving in active services. However, the manufactorums and Earth Caste technicians are working tirelessly to equip their allies with enough aircraft to fend off the Imperial forces.

The Swordfish uses the basic chassis of the Imperial Lightning. This sturdy airframe is upgraded with Tau sensor equipment and weaponry. However, the piloting systems

Swordfish – Tau Gue’Vesa Interceptor Type:

Fighter

Hits:

2

Transport:

0

Maneuver:

High

Max Speed:

6

Min Speed:

2

Max Altitude:

9

Thrust:

2

Weaponry: Weapon Ion Cannon Burst Cannons

Arc Front Front

Firepower 3/2/1 4/2/0

Damage 4+ 6+

Ammo 3 3

Additional Weapons A Swordfish can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Seeker Missile Front 1/1/1 3+ 2

Special -

Special Ground, Extra 6+

Weapon Load 2 Weapon Seeker Missile

Arc Front

Firepower 1/1/1

Damage 3+

Ammo 2

Special Aerial, Extra 6+

Weapon Load 3 Weapon Bombs

Arc Rear

Firepower 4/0/0

Damage 2+

Ammo 1

Special Ground, Extra 6+

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Gue’vesa Porpoise Like the Swordfish, the Porpoise is a modified human design. This aircraft was made by the tau to be used by human auxiliaries and allies. As such, the design builds extensively off existing human STC technology, and “attachs” Tau weapons and sensor technology to provide an improved capability. The advantages for the Tau, is such craft are much easier to acclimate human auxilia pilots

to. This means they do not need a complete retraining, and allows for quicker turn-around times. The Porpoise has seen action on some of the Third Sphere expansion worlds. On Rutilus, Envoy T’wa’la and Magos Archivald were able to quickly convert Station Ro’s compliment of Valkyrie’s with the improved Tau technologies. As such, these aircraft were able to help defend the Tau interests on Ro.

Porpoise– Tau Gue’Vesa Transport Type:

Fighter

Hits:

2

Transport:

2

Maneuver:

Very High

Max Speed:

3

Min Speed:

0

Max Altitude:

7

Thrust:

1

Weaponry: Weapon Burst Cannon Burst Cannons

Arc Firepower Front 2/1/0 Around, Down4/2/0

Damage 6+ 6+

Ammo 3 3

Additional Weapons A Porpoise can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Missile Pods Front 2/2/0 3+ 3 Weapon Load 2 Weapon Seeker Missile

Arc Front

Firepower 1/1/1

Damage 3+

Ammo 2

Special Ground

Special -

Special Ground, Extra 6+

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Gue’vesa Kraken The Kraken is the last modified Imperial/Tau hybrid used by Gue’vesa allies of the tau Empire. Like the other Gue’vesa planes, it uses the traditional Imperial STC as a base, with added Tau tech. Thanks to this hybridization, the Kraken can easily be produced by former Imperial manufactorums. This makes logistics much easier when defending the newly acquired planet’s on the fringes of Imperial space. On Rutilus, the manufactorum’s of Station Ro were able to swap Marauder production for Kraken production in a matter of weeks, as opposed to a complete retooling of the station’s assembly lines. This allowed the Kraken to join the renegade war effort and provide Tau support earlier in the war than Magos Deanarus had

estimated. The Kraken provided the renegade forces a credible strategic bomber force. The existence of such a force required the Loyalists to alter their planning. With a credible counterstrike force available, an all out attack would prove too dangerous. Therefore, in the early days of the Feud, a more conservative strategy was employed.

Kraken– Tau Gue’Vesa Tactical Bomber Type:

Bomber

Hits:

4

Transport:

0

Maneuver:

Low

Max Speed:

5

Min Speed:

2

Max Altitude:

9

Thrust:

1

Weaponry: Weapon Ion Cannon Dorsal Cannons Rear Cannons

Arc Front Around, Up Rear

Firepower 3/2/1 4/0/0 4/0/0

Damage 4+ 6+ 6+

Ammo 4 3 3

Additional Weapons A Kraken can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Bomb Bay Rear 12/0/0 2+ 1

Weapon Load 2 Weapon Seeker Missile Bay

Arc Front

Firepower 1/1/1

Damage 3+

Ammo 6

Special -

Special Ground, Extra 5+

Special Ground, Extra 6+

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

IX-01-EW Barracuda Unlike the Imperium of Man, the Tau Empire has been technologically evolving at a rapid pace. What exactly fuels this technological development is a subject of great debate, however the Tau are clearly one of the most innovative races of the Galaxy. Unlike the Imperium, they do not restrict themselves to a strict dogma and holy edicts, and instead embrace technical developments. IX-01-EW is yet another example of the Tau Empires ability to innovate new weapon systems. The Tau way of battle is fleeting and mobile. Their methods are asymetrical compared to the Imperium’s static doctrines. The IX-01-EW is another manifestation of these asymetrical fighting techniques.

Out has been reduced. Instead, it has been armed with a high powered markerlight system and stealth field. As a result, the IX-01-EW’s hitting power comes from its ability to coordinate the attacks of other aircraft, rather than its own payload delivery system. During the Feud of the Red Clouds, a limited number of these craft were used to help coordinate Tau Gue’vesa attacks on key Loyalist early warning stations and perimeter defense stations.

The IX-01-EW uses a modified Barracuda chassis. As a result, it has many of the same flight characteristics. However, it’s weapon load IX-01-EW Barracuda– Tau Electronic Warfare Fighter Type:

Fighter

Hits:

2

Transport:

0

Maneuver:

High

Max Speed:

6

Min Speed:

1

Max Altitude:

9

Thrust:

2

Weaponry: Weapon Network Marker Light Drone Cannons

Arc Firepower Front 1/1/1 Around, Down4/0/0

Damage 6+

Ammo 3

Special See Below -

Special Rules: Marker Light - The Network Marker Light allows other aircraft to use the designator to attack targets with their seeker missiles. If a target is hit (painted) with a marker light, any seeker missile attacks on it are allowed to reroll misses. The results of the re-roll must be adhered to. Stealth Field – The internal bays of the fighter have been equipped with powerful and sophisticated Stealth Field generators. All attacks on the aircraft must follow the rules for Night Fighting found in the AI rulebook.

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Manta Gunship The traditional Tau manta is a heavy bomber/carrier that specializes in ground assaults. The Manta borders somewhere between an attack craft and a fully fledged starship. Yet they are the smallest ship within the Tau fleet and are equipped with ether drives which are not nearly as fast as a true starship for travelling interstellar distances. However, the Manta Gunship is a variant of the standard Manta drop ship. Instead, the Gunship sacrifices most of its troop capacity for a larger weapons payload. The Gunships role is to act as an escort to her cousins during a drop, and to attack hardened targets such as Titans and other Super-heavy aircraft. As such the Gunship packs a variety of trademark Tau firepower. Few other aircraft can match the Manta Gunship in pure killing potential. These Missile Destroyers are well shielded and

armed with heavy Railguns which can fire heavy shells. Perhaps the deadliest weapon on the Manta Gunship is the might Rail Cannons. These shells make use of fins for additional lift to give them remarkable range in an atmosphere. Each shell is fitted with a Tau Drone processor that is programmed to guide the shell to its intended target. The drones are equipped with a maneuvering thruster for this purpose. During the Feud of the Red Clouds, the Manta Gunship played no role initially. However, once the Furor Imperialis Crusade fleet arrived in system, the Envoy T’wa’La requested additional support in her quest for Warp technology. This request brought the experimental Manta Gunships to Rutilus. The Gunships were used to escort and support Mantas approaching Station Ro. Their role was primarily defensive, and intended to save Tau lives.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Manta Gunship Manta Gunship– Tau Assault Craft Type:

Bomber

Hits:

14

Transport:

2

Maneuver:

Low

Max Speed:

6

Min Speed:

0

Max Altitude:

9

Thrust:

1

Weaponry: Weapon Drone Cannons Drone Cannons Ion Cannon Turret Ion Cannon Turret Missile Pod Ion Cannon Battery Ion Cannon Battery Rail Cannons

Arc Firepower Around, Down 18/10/0 Around, Up 16/8/0 Around, Up 6/4/2 Around, Down 6/4/2 Front 2/2/0 Front 6/3/1 Front 6/3/1 Front 2/2/2

Damage 6+ 6+ 3+ 3+ 3+ 3+ 3+ 2+

Ammo 6 6 6 6 5 6 6 6

Special See Below

Additional Weapons A Manta Gunship can be armed with the following additional weapon loads. If an additional weapon load is selected, the aircraft loses its Transport capabilities. Weapons Load 1 Weapon Network Marker Light

Arc Firepower Around, Down 1/1/1

Damage -

Ammo -

Special See Below

Weapon Seeker Missile Bay

Arc Front

Damage 3+

Ammo 6

Special Ground, Extra 6+

Firepower 1/1/1

Special Rules: Sub-munitions- The Rail Cannons on the Manta Gunship use a complex array of sensors, proximity detectors, fire control systems, and other technology to make the Rail Cannons unique sub-munition rounds particularly effective at destroying large aircraft. Any damage against an aircraft with 4 or more base Hits causes d3 damage points instead of the normal 1 damage point.

Marker Light - The Network Marker Light allows other aircraft to use the designator to attack targets with their seeker missiles. If a target is hit (painted) with a marker light, any seeker missile attacks on it are allowed to reroll misses. The results of the re-roll must be adhered to.

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Tau TX-6-1 Remora “Ion” Drone The Tau have fully realized that they can not match the manpower of the larger threats of the galaxy. They have seen the hordes of the Ork Waaagh!. They have witnessed the monstrous swarms of the Tyranids. They have beheld the vast armies of the Imperium of Man. Even with their allies, they can not hope to match the numbers of their foes.

can be produced quicker than a Barracuda and its pilot. On Rutilus, the Drone Fighters were use extensively to patrol the Tau perimeter and prepare act as an early warning trip wire. Once they detected enemy craft, they would swoop in and pin them, while Tau reinforcements vectored onto the position to eliminate the threat.

With this realization, the Tau Ethereals have put their talented castes to work on devising a way to counter act their enemies advantages in numbers. From this work, the Tau Drone Fighters have been spawned. The Tau Drone Fighters allow each Tau pilot operating from a drone control ship to operate a drone fighter. This means, the pilot can stay in relative safety in the distance, while his Drone Fighter engages the enemy. Plus, Drone fighters

Tau TX-6-1 Remora Drone Tau Drone Fighter Type: Fighter Hits: Manuever: Max Altitude:

Weaponry: Weapon Arc Ion Cannon Front Network Marker Light Front

Very High 9

Max Speed: Thrust:

1

Transport:

0

6 3

Min Speed:

1

Firepower 3/2/1

Damage 4+

Ammo 4

Special

1/1/1

-

-

See Below

Special Rules: Stealth- The Drone is protected by a Stealth Field and can only be targeted using the Night Fighter special rules. Marker Light: The Network Marker Light allows other aircraft to use the designator to target with Seeker missiles. If a target is hit with a Marker Light, any Seeker missile attacks on it that round can re-roll misses. Drone: The TX-6-1 Drone must be accompanied by a Drone Carrier craft for every two drones. See the Remora entry in the Aeronuatica Imperialis: Tactica Imperialis rules for more details.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Dark Eldar Raven Eldar Corsair band that Eir’yuan put together at the behest of the Faceless One; cast a wide net. He gathered up Craftworld Eldar walking the path of the Outcast and the Corsair; he attracted the dancing troupes of Harlequins, and Exodites filled with wanderlust. However, the strangest additions to his Corsair fleet were the merciless and scheming Dark Eldar. Many of the Dark Eldar attracted to the fiery Corsair had all ready been exiled from Commoragh. They were wondering the Webways, insearch of slaves and booty to buy their way back into Dark Eldar society. The Dark Eldar Raven is a sleek personifications of the Dark Eldar way of war; light, nimble, deadly, and delicate. It strikes hard and fast before racing away into the darkness. Its armaments are more than capable of shredding its foes to scrap in a single pass. The Raven is an elusive enemy, as it is protected by the Dark Eldar’s own brand of Holo-field, cloaking the aircraft in flickering and dancing darkness. This provides it a level of protection most other aircraft can not match. Perhaps the most dangerous aspect of the Raven fighter isn’t the fearsome shadow fields, its

deadly weaponry, or its amazing agility. Instead, it is the depraved killer that serves as its pilot. The Dark Eldar are a vicious and cruel race. They would think nothing of shredding a pilot floating helplessly in his Grav-chute; in fact they delight in it. Even the other Eldar Corsairs can barely tolerate being around their depraved kin. Thankfully for the lesser races, the number of Dark Eldar in Eir’yuan’s Corsair Fleet is few. Even the Eldar Corsairs do not trust their supposed allies. Despite the mutual hostility, the Raven fighters are a fearsome opponent, and have proven their worth on countless battlefields.

Raven– Dark Eldar Fighter Type:

Fighter

Hits:

1

Transport:

0

Manuever:

Very High

Max Speed:

9

Min Speed:

2

Max Altitude:

9

Thrust:

3

Weaponry: Weapon Splinter Cannons Dark Lance

Arc Front Front

Firepower 4/2/0 1/2/1

Damage 5+ 2+

Ammo 4 3

Special Extra 6+

Special Rules: Shadow Field – Aircraft with a Shadow Field have a 5+ save versus damage

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Dark Eldar Razor Wing The Dark Eldar arsenal on Rutilus is more than just the murderous Raven. The Dark Eldar exiles that joined Eir’yuan’s fleet have also provided the Razor Wing fighter bomber.

battle strategy. It is fast, deadly, and nimble. The Dark Eldar disdain the ugly and boring bombs of lesser races. Instead, their aircraft are equipped advanced and bizarre missiles and the dreaded Horrorfex.

Like the Raven, this craft exemplifies Dark Eldar Razorwing– Dark Eldar Fighter-Bomber Type:

Fighter

Hits:

2

Transport:

0

Manuever:

Very High

Max Speed:

8

Min Speed:

2

Max Altitude:

9

Thrust:

2

Weaponry: Weapon Splinter Cannons Dark Lance

Arc Front Front

Firepower 4/2/0 1/2/1

Damage 5+ 2+

Ammo 4 3

Additional Weapons A Razorwing can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Shatterfield Missile Front 2/2/3+ 2

Special Extra 6+

Special Ground, Extra 4+

Weapons Load 2 Weapon Drainleech Missile

Arc Front

Firepower 3/1/0

Damage 3+

Ammo 2

Special -1d6 speed

Weapons Load 3 Weapon Horrorfex

Arc Front

Firepower 4/0/0

Damage 2+

Ammo 2

Special Ground, Extra 2+

Special Rules: Shadow Field – Aircraft with a Shadow Field have a 5+ save versus damage Drainleech Missile – When a Drainleech missile strikes a target, it does not cause damage in the traditional sense. Instead, the target aircraft is subject to a sophisticated and targeted EMP burst that disrupts the aircraft’s control systems. The target aircraft immediately reduces its speed by 1d6. Any planes reduced to 0 speed crash instantly. A plane hit by a Drainleech can use thrust and maneuvers to gain speed normally in their movement phase.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Dark Eldar Void Raven Though considered by the Dark Eldar to be the ultimate in heavy weapons deployment, the Voidraven Bomber is an extremely agile aircraft capable of outmaneuvering Imperial aircraft with ease. In addition, Voidravens are equipped with sonic dampening systems, making them virtually silent to unsuspecting victims below.

Equipped with a void lance and missiles, the Voidraven is heavily equipped for ground attack missions. However, this is not its most feared weapon. Each Voidraven may carry a single Void Mine, which introduces darklight into real space in a catastrophic implosion that leaves nothing but an enormous hemispherical crater in its wake

Voidraven– Dark Eldar Bomber Type:

Bomber

Hits:

3

Transport:

0

Manuever:

Very High

Max Speed:

7

Min Speed:

2

Max Altitude:

9

Thrust:

2

Weaponry: Weapon Splinter Cannons Void Lance

Arc Front Front

Firepower 4/2/0 2/2/1

Damage 5+ 2+

Ammo 4 3

Additional Weapons A Voidraven can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Shatterfield Missile Front 2/2/3+ 4

Special Extra 4+

Special Ground, Extra 4+

Weapons Load 2 Weapon Void Mine

Arc Rear

Firepower 8/0/0

Damage 2+

Ammo 1

Special Ground, Extra 2+

Weapons Load 3 Weapon Drainleech Missile

Arc Front

Firepower 3/1/0

Damage 3+

Ammo 4

Special -1d6 speed

Special Rules: Shadow Field – Aircraft with a Shadow Field have a 5+ save versus damage Drainleech Missile – When a Drainleech missile strikes a target, it does not cause damage in the traditional sense. Instead, the target aircraft is subject to a sophisticated and targeted EMP burst that disrupts the aircraft’s control systems. The target aircraft immediately reduces its speed by 1d6. Any planes reduced to 0 speed crash instantly. A plane hit by a Drainleech can use thrust and maneuvers to gain speed normally in their movement phase.

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Dark Eldar Slave Bringer The Slave Bringer is the primary Dark Eldar assault boat. The craft has sophisticated electronic counter-measure systems that reduce the huge crafts signature. This makes them difficult to detect by augurs and air defense systems until it is too late.

The Slave Bringer is large enough to carry a powerful raiding force to a planet’s surface. More chillingly, it is also capable of safely returning to orbit with a number of freshly taken slaves. The sight of a Slave Bringer coming in for a landing strikes terror in the heart of many.

Slave Bringer– Dark Eldar Assault Craft Type:

Bomber

Hits:

8

Transport:

20

Maneuver:

Low

Max Speed:

7

Min Speed:

0

Max Altitude:

9 (Rocket)

Thrust:

1

Weaponry: Weapon Splinter Cannons Splinter Cannons Dark Lance Void Lance

Arc Firepower Around, Up 12/8/0 Around, Down12/8/0 Front 3/6/3 Front 2/2/1

Damage 5+ 5+ 2+ 2+

Ammo 6 6 4 3

Special Extra 6+ Extra 4+

Additional Weapons A Slave Bringer can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Special Shatterfield Missile Front 2/2/3+ 6 Ground, Extra 4+

Weapons Load 2 Weapon Drainleech Missile

Arc Front

Firepower 3/1/0

Damage 3+

Ammo 6

Special -1d6 speed

Special Rules: Shadow Field – Aircraft with a Shadow Field have a 5+ save versus damage Orbital Lander – See the Investigation of Bin Mazar Special Rules Drainleech Missile – When a Drainleech missile strikes a target, it does not cause damage in the traditional sense. Instead, the target aircraft is subject to a sophisticated and targeted EMP burst that disrupts the aircraft’s control systems. The target aircraft immediately reduces its speed by 1d6. Any planes reduced to 0 speed crash instantly. A plane hit by a Drainleech can use thrust and maneuvers to gain speed normally in their movement phase.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Space Marine Stormcrow The chapters of the Space Marines are experts at lightning warfare and orbital assaults. Their role is to create bridgeheads for follow-on Imperial forces to exploit and allow the war machine of the Imperial Guard to establish a bridgehead. No force in the galaxy is more effective at this type of combat than the Space Marines.

protective fighter umbrella. The use of Stromcrows has proven to be very controversial. Many Imperials within the Old Guard Stars feel such growing airpower may make the Space Marines more of a potential risk, than is warranted. Of course, most keep such concerns private, to avoid offending the Astartes.

To make planetfall, Imperial forces use a wide variety of tools. They range from the disposable drop pod, to the formidable Thunderhawk Gunship, to the rare Stormraven. All of these assets can defend themselves, but are relatively vulnerable to enemy interceptors. As a result, some of the more innovative chapters have began to adopt the ancient Stromcrow design. These relic STCs allow a chapter to field a limited number of escorts to ensure the bulk of their drop assets have a Stormcrow– Space Marine Escort Fighter Type:

Fighter

Hits:

3

Transport:

0

Manuever:

High

Max Speed:

6

Min Speed:

2

Max Altitude:

9 (Rocket)

Thrust:

2

Weaponry: Weapon Assault Cannons

Arc Front

Firepower 4/3/0

Damage 4+

Ammo 4

Additional Weapons A Stormcrow can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Skystrike Missiles Front 0/1/2 3+ 2

Weapons Load 1 Weapon Hellstrikes Missiles

Arc Front

Firepower 2/2/2

Damage 3+

Ammo 2

Special Extra 5+

Special Aerial, Extra 6+

Special Ground, Extra 6+

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Space Marine Storm Eagle A formidable gunship, the Storm Eagle mounts fearsome firepower for a vehicle of its size and is capable of transporting twenty Space Marines directly into the thick of an assault. However, it is not much of an air-to-air combatant, relying on an escort of allied Imperial Navy craft or Stormcrow escorts. The exact origins of the Storm Eagle are unknown, Certain sources place the principal manufacture of the Storm Eagle upon Tigrus and Anvilus IX, both Forge Worlds that suffered catastrophic damage during the Horus Heresy. In recent decades the number of Storm Eagles in active service has begun to increase. This has lead some observers to believe that production has been restored at an as yet unknown location.

. Storm Eagles would not play a factor on the Feud of the Red Clouds until the Furor Imperialis Crusade fleet arrived in system. Once there, they were held in reserve to be used to exploit a key break through.

Storm Eagle– Space Marine Assault Craft Type:

Fighter

Hits:

4

Transport:

4

Manuever:

High

Max Speed:

6

Min Speed:

2

Max Altitude:

9 (Rocket)

Thrust:

1

Weaponry: Weapon Multi-melta Vengeance Missile Launcher

Arc Front

Firepower 2/0/0

Damage 2+

Ammo 4

Front

0/2/2

3+

2

Special Extra 4+

Additional Weapons A Storm Eagle can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Special Las Cannons Front 0/2/2 2+ 4 Ground Extra 6+ Weapons Load 1 Weapon Arc Firepower Damage Ammo Special Hellstrikes Missiles Front 2/2/2 3+ 4 Ground, Extra 6+ Special Rules: Orbital Lander– See the Investigation of Bin Mazar Special Rules

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Space Marine Hyperios Typhoon Platform The Hyperios Missile Launcher is the standard anti-aircraft missile launcher used by Space Marine forces. It has the capacity to firing up to six ground-to-air missiles in rapid succession at fast, mid-ranged targets, making it a solid air defense choice. One of the Hyperious Platform greatest strengths, is its ability to be quickly deployed. In addition, it can operate remotely, using sophisticated augur and vox links to operate independently from other Space Marine forces. It is essentially an unmanned air-defense station once deployed. These automated platforms are dropped in by Thunderhawks, Storm Eagles, or Storm Ravens and activated via command vehicles far, far away. It is even capable of being activated from orbit. The Hyperios Anti-Aircraft Missile functions in a similar fashion to a Hunter-Killer missile. Tracking equipment within the platform locks onto a target, which feeds information to a

logis-engine. The Logis-engine will then fire the missile. A set of fins will deploy from the missile, and the Logis-engine will remotely activate the fins to guide the missile towards the target. It is capable of bypassing obstacles and simple decoys. Most of the missile's mass is taken up by fuel needed to intercept fast-moving targets, allowing it to fly short distances at high velocity. This should give it the staying power to reach most tactical targets. The Hyperios missile contains enough explosives to deal with relatively well armored planes. The Hyperios Platform is only used and deployed by Space Marines. Therefore, the Hyperios was not a factor in the Feud of the Red Clouds until the arrival of the Imperial Crusade fleet of the Furor Imperialis. At this point, the Space Marine chapters participating in the Crusade would quickly deploy the Hyperios to outlying, undefended installations that were threatened by renegade attack using Thunderhawk or Storm Eagle.

Hyperios Platform- Space Marine Ground Defense Weaponry: Weapons

Arc

Altitude

Firepower

Damage

Ammo

Missiles

All Around

+5

1/1/1

2+

6

Special Extra 6+

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Space Marine Hyperios Typhoon Platform The Hyperios Typhoon Missile Launcher is a specialized, anti-aircraft missile launcher. It is capable of firing up to twenty missiles in rapid succession at fast, low-flying targets, making it ideal for defense against ground-attack craft making strafing runs.

locks onto a target, which feeds information to a logis-engine. The Logis-engine attempts to predict the flight path of the target, and launch a swarm of Typhoon missiles into the path of the incoming craft.

Due to a lack of manpower for dedicated air defense units in Space Marine Chapters. It is common for Hyperios Missile Launcher platfroms to be equipped with automated remotely-activated defense systems to be utilized by Space Marine forces for local air defense. These automated platforms are dropped in by Thunderhawks, Storm Eagles, or Storm Ravens and activated by the chapters Techmarines. The platform can then be monitored via command vehicles. The Hyperios Typhoon Anti-Aircraft Missile functions in a similar fashion to a shotgun blast. Tracking equipment within the platform

Most of the missile's mass is taken up by fuel needed to intercept fast-moving targets, allowing it to fly short distances at high velocity. The Hyperios Typhoon missile does not contain enough fuel to reach high-altitude targets, which are better suited to Manticore AA missiles. The Hyperios Typhoon is only used and deployed by Space Marines. Therefore, the Hyperios was not a factor in the Feud of the Red Clouds until the arrival of the Imperial Crusade fleet of the Furor Imperialis. At this point, the Space Marine chapters participating in the Crusade would quickly deploy the Hyperios to outlying, undefended installations that were threatened by renegade attack by Thunderhawk or Storm Eagle.

Hyperios Typhoon Platform- Space Marine Ground Defense Weaponry: Weapons

Arc

Altitude

Firepower

Damage

Ammo

Typhoon Missiles

All Around

+5

3/2/1

3+

4

Special -

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Space Marine Hunter Until the Hunter Multi-launcher STC template was unearthed, most Space Marine chapters lacked any effective anti-air capabilities. Attempts to retro-fit the Whirlwind for anti-air duties proved to be disastrous. On many occasions, such vehicles failed to engage incoming enemy aircraft resulting in serious losses on the ground. Most of these modified Whirlwinds have been withdrawn from service. Using a different set of targeting logic-engines, the hunter missile is both faster and more maneuverable than those launched by a whirlwind. The Hunter is mounted on the Rhino hull and

uses a single launch platform. This is complimented by a side mounted sensor and precognitive augur array. Missiles are then fed onto a launch rail by a cylindrical drum feed located on the opposite side to the targeters. After launch, fins extend from the body of the missile, allowing it to be guided towards the target. The Hunter has a longer Operational reach compared to the Whirlwind or Helios. The Hunter is finding favor with the Tech Adepts of the Astartes. Some have even gone so far as to further modify the Hunter to use a paired set of launchers connected by a central augur array. This can make the Hunter appear very similar to a Whirlwind.

Hunter- Space Marine Ground Defense Weaponry: Weapons

Arc

Altitude

Firepower

Damage

Ammo

Hunter/Killer Missiles

All Around

+8

1/1/1

3+

6

Special Extra 6+

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Imperial Lightning Recon The key to war is knowing where your enemy is, and understanding where they are strong or weak. The Lightning Recon is designed to provide commanders and Imperial Strategos the Information they need to successfully persecute a campaign. The Lightning chassis forms the basis of the Recon version. The Lightning STC template is a versatile design, with many variants. When the Original Lightnings were sanctioned, other variants were also undergoing testing, including readings from the Emperor’s Tarot; to determine when to release the alternate variants. The Rocket Booster, speed and maneuverability of the Lightning chassis makes it ideal for the Recon craft. The aircraft loses none of its primary weapon systems, allowing it to maintain some of its combat capabilities. However, in place of its normal hard points, the Recon mounts a variety of sophisticated augur arrays and PictCaptors.

During the Feud of the Red Clouds, the Lightning Recon proved to be a vital aircraft. The swirling gases, changing air pressure, and other unique features of Rutilus means that key targets are not always in the exact same location. Lightning Recons allowed the rival Tech-Magos to locate and attack each others installations. The Lightning recon became a priority target for elimination by defending fighters.

Lightning Recon– Imperial Reconnaissance Fighter Type:

Fighter

Hits:

2

Transport:

0

Manuever:

Very High

Max Speed:

6

Min Speed:

2

Max Altitude:

9 (Rocket)

Thrust:

2

Weaponry: Weapon Autocannons Lascannon PictCaptor

Arc Front Front Front

Firepower 2/2/1 0-1-1 1/1/1

Damage 5+ 2+ -

Ammo 6 3 -

Special Extra 6+ See Below

Special Rules: PictCaptor– Lightning Recons are equipped with powerful sensors and PictCaptors in place of normal under wing weaponry. These sensors are designed to capture vital intelligence from the battlefield of enemy aircraft, movements, and other data used by Imperial Strategos to plan tactics and strategy. Every successful hit by a PictCaptor adds a +1 VP for the Imperials at the end of the battle.

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Imperial Guard Sky Talon The Valkyrie Sky Talon is a newer variant of the standard Valkyrie airborne assault carrier. It is a support craft designed for heavy lifting in a combat environment. Like all Imperial aircraft, the Sky Talon is armed for self-defense. These armaments can also be used to help clear a drop zone of enemies. The standard armament is a nose mounted Heavy Bolter. Under the wings, the Sky talon also has fixed hard points for rockets or missiles. Despite its armament, the Sky Talon is not intended to play a dominant role on the battlefield. More often, they deliver their cargo and depart. Typically, the Sky Talon can deliver a pair of sentinels, or a light infantry fighting vehicle. On Rutilus, such aircraft offer the only reliable way for Imperial forces to quickly deploy

support weapons and vehicles during an assault. As such, aircraft like the Sky Talon must be protected enroute to their destination. However, they are tempting targets for faster and more maneuverable interceptor craft.

Valkyrie Sky Talon– Imperial Transport Type:

Fighter

Hits:

2

Transport:

1

Manuever:

Very High

Max Speed:

3

Min Speed:

0

Max Altitude:

7

Thrust:

1

Weaponry: Weapon Heavy Bolter

Arc Front

Firepower 2/1/0

Damage 6+

Ammo 5

Additional Weapons A Sky Talon can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Hellstrike Missiles Front 2/2/2 3+ 1

Weapons Load 1 Weapon Rocket Pods

Arc Front

Firepower 6/4/0

Damage 6+

Ammo 2

Special -

Special Ground, Extra 6+

Special Ground,

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Imperial Blitzen AA Gun The Blitzen anti-aircraft gun was developed during the Krieg civil war. Like most weapons from that catastrophe, it is cheap to produce, easy to build, and simple to maintain. In addition, it is relatively easy to train crews for the Blitzen. During the Krieg Civil War, huge bomber raids needed to be defended against. The Blitzen was developed to ease some of the pressure on the hard pressed defending fighter planes. Soon large numbers were being produced and used to defend important targets from air attack. The Blitzen proved to be a popular and versatile weapon. Compared to the Hydra, the Blitzen lacks the same rate of fire or power of the quad autocannons. However, it has a longer range, which

auto-cannons. However, it has a longer range, which can make it a better choice for stand-off ability and is good against tactical bombers. Couple this with its cheap cost, and you find the Blitzen deployed on many Imperial worlds as part of the PDF forces. During the Feud of the Red Clouds, the Blitzen was one of the first weapons produced in the opening days of the war. All combatants needed to erect a defensive perimeter, and time was of the essence. The Blitzen STC was the perfect choice to quickly produce, train and deploy. Soon, augur stations, maintenance pads, and mining posts were sporting defensive Blitzen emplacements all across Rutilus.

Blitzen AA Gun- Imperial Anti-Aircraft gun Weaponry: Weapons

Arc

Altitude

Firepower

Damage

Ammo

Missiles

All Around

+5

2/2/2

4+

6

Special --

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Adeptus Mechanicus Vulkan Logistics are the sinews of war. Without fuel, planes can not fly. Without nutrients, servitors and pilots will suffer system failure. Without spare parts, event he divine machine-spirit will suffer. The logistic lines are the true path to victory. However, they are far from glamorous. The Vulkan is just such an important and unglamorous aircraft. The distances on Rutilus are vast. Getting from one part of the planet to the other can be difficult due to unexpected winds, pressure fluctuations, and cloud cover. Aircraft only can carry a finite amount of fuel. The Vulkan is an attempt to bypass such constraints. The Vulkan is a long-range, refueling tanker. This craft will meet allied airplanes that are nearing the limits of their fuel capacity, and attempt the dangerous maneuver of mid-air refueling. If successful, the new fuel will give the fighting planes a chance to make it to their targets and return home. Of course, the nature of the Vulkan makes them

a tasty target for enemy aircraft. Their destruction is a strategic and tactical victory, and denies your enemies the ability to reach you. Plus, they have a bad habit of blowing up when shot at. Typically, these craft must be protected by their own screen of fighter aircraft to deny such easy pickings to their foes. In a famous initial battle of the Feud of the Red Clouds, Magos Deanarus’ forces used a flight of Vulkans to lure the overeager Chaos pilots of Magos Cy-Belle into a devastating ambush.

Vulkan– Adeptus Mechanicus Air Tanker Type:

Bomber

Hits:

4

Transport:

0

Manuever:

Low

Max Speed:

4

Min Speed:

2

Max Altitude:

7

Thrust:

1

Weaponry: Weapon Heavy Bolter

Arc Rear, Up

Firepower 3/2/0

Damage 6+

Ammo 5

Special -

Special Rules: Explosive – Any weapon that causes Extra Damage gains a +1 to the roll when firing on a Vulkan Skitarri – For an additional +5 point, the pilot can be upgraded from a Servitor to a Skitarri. Skitarri have a Pilot Skill of 4+ starting, and can gain experience.

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Adeptus Mechanicus Lysander One of the most ungainly and ugly STC aircraft templates is the Lysander Scout plane. This aircraft is primarily used by the Adeptus Mechanicus as a general spotter, transport, and work horse aircraft. The origin of the Lysander STC is shrouded in Adeptus Mechanicus lore. Ther eis some dispute over the Explorator who discover the template, and which Forgeworld first began construction of these planes. No matter the really version of events; the Lysander has become a staple in the Adeptus Mechanicus fleets. So much so, that the Lysander is even used as a spotter by the sacred Imperator class of titans. Despite the universal nature of the Lysander, no two Forgeworlds seem to make it exactly the same. Each seems to have its own embellishments to the STC. How this happened is unclear, and many of the more Orthodox Techpriests claim that the original STC must contain a number of variable components. However,

Since no two Forgeworlds have the exact same STC template, this claim is in some dispute by more radical Tech-priests. They claim that the aircraft has been modified by the will of the Omnissiah working through his enlightened agents. On Rutilus, the Lysander was used primarily as a light transport. It moved tech-adepts and materials around the stations and their outposts. The aircraft proved a reliable flier in the planet’s strange atmosphere.

Lysander– Adeptus Mechanicus Scout Type:

Fighter

Hits:

2

Transport:

1

Maneuver:

High

Max Speed:

6

Min Speed:

2

Max Altitude:

7

Thrust:

2

Weaponry: Weapon Heavy Bolter Spotter

Arc Front All Around

Firepower 2/1/0 1/1/1

Damage 6+ -

Ammo 5 -

Special -

Special Rules: Spotter – If an aircraft is successfully “hit” by a spotter all Ground Attacks against the target aircraft can re-roll misses. Skitarri – For an additional +5 point, the pilot can be upgraded from a Servitor to a Skitarri. Skitarri have a Pilot Skill of 4+ starting, and can gain experience.

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Adeptus Mechanicus Harvester Once the precious gas stocks were harvested out from the dense gas masses of Rutilus, the mining colony had to turn to more conventional gas mining to survive. Previously, the huge scoops connected to each station did the bulk of the gas mining. However, with the depletion of the rare gases, this method could no longer support the colonies economy. Instead, the manufactorums of the stations began to build these Harvester pattern gas mining drones. In function, they work similar to the larger scoops on the station’s themselves. A scoop is lowered into the cloud to be mined. The scoop pulls in the gas, and a filter is used to sort out the harvestable elements from the waste. The waste is then vented out, and the valuable elements stored. In order to operate the harvesters successfully, a network of Drone stations needed to be created away from the core Stations of Rutilus. These isolated harvesting stations would “herd” a flock of Harvesters. When a Harvester was full, it would return to the harvest station to be unloaded. The station would perform maintenance and were responsible for keeping

the drones afloat. Then, when a harvest stations warehouse was full, cargo haulers would transport the valuable elements back to the primary station. From there the elements could be transported to cargo ships in orbit using the main stations space elevator. This elaborate network soon became the lifeblood of the Rutilus economy. Of course, when the Feud of the Red Clouds began, the Harvesters and drone stations became prime targets for attack. Without the Harvesters, the primary Station would be forced to starve.

Harvester– Adeptus Mechanicus Mining Drone Type:

Bomber

Hits:

3

Transport:

0

Maneuver:

Low

Max Speed:

3

Min Speed:

0

Max Altitude:

9

Thrust:

1

Weaponry: Weapon None

Arc -

Firepower -

Damage -

Ammo -

Special -

Special Rules: Zeppelin – A Zeppelin does not gain or lose speed for going up and down in Altitude Explosive – Any weapon that causes Extra Damage gains a +1 to the roll when firing on Zeppelins

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Barrage Aerial Emplacement As the network of drone harvesting stations grew, the need to defend them from possible pirate and xeno attack became obvious. The answer was the Barrage. The Barrage is essentially a Zeppelin, with a platform on top. Mounted on this platform was a control station

and a weapon. As the Feud of the Red Clouds erupted, the Barrage became a staple element for defending the valuable harvest stations. Their destruction also became a vital strategic priority.

Barrage Aerial Emplacement– Adeptus Mechanicus Air Defense Type:

Bomber

Hits:

4

Transport:

0

Maneuver:

Low

Max Speed:

1

Min Speed:

0

Max Altitude:

8

Thrust:

1

Weaponry: Weapon None

Arc

Firepower

Damage

Ammo

Additional Weapons A Barrage can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Hydra All, Up 6/4/2 4+ ul

Special

Special Alt +3

Weapons Load 2 Weapon Manticore

Arc All, Up

Firepower 1-1-1

Damage 2+

Ammo 4

Special Extra 5+ Alt +8

Weapons Load 3 Weapon Heavy Flak Cannon

Arc All, Up

Firepower 1/2/3

Damage 2+

Ammo ul

Special Extra 6+ Alt +6

Special Rules: Ground Defenses – Ground defenses mounted on a Barrage can fire above the Barrage up to there Altitude Bonus. Zeppelin – A Zeppelin does not gain or lose speed for going up and down in Altitude Explosive – Any weapon that causes Extra Damage gains a +1 to the roll when firing on Zeppelins Ground Target- Due to the slow and ponderous nature of a Barrage. It can be attacked with weapons that normally are Ground only.

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Grot Buzzer These little aircraft are named after the famous winged Buzzer Squigs found in the undercarriage of Station Epsilon. To an Ork, they are nothing mor ethan an annoying pest and possible snack. To a gretchin or human slave, they can be very dangerous. Grots are a subspecies of Greenskin, commonly found wherever Orks can be found. They are smaller than the large and warlike Orks. As a result, the Orks tend to look down on them, and force the Grotz to do all the fetching and carrying. In effect, the Grotz, or Gretchin as they are called by Humans; are the genetic slave under class of Ork society. However, like all greenskins; gretchin are vicious and violent. They just aren’t as tough as Orks. They like to fight almost as much as Orks. However, the antics of Grotz are below the notice of most Orks. Some, even let the Grotz tag along for a few laughs. The grot Buzzer is essentially a primitive, even by Ork standards; aircraft. It has been cobbled

together from left over scraps and spare parts by a particularly eager and delusional Grot. The kind of Grot that dreams above his station in life. Orks find such behavior in Grotz amusing. Therefore, they will let them tag along into battle. Of course, seeing a Grot go down in flames is very amusing. However, it is even more amusing if one of the little blighters manages to shoot down and enemy plane. On Rutilus, Boss BadAxe was not afraid to use his Grotz as fodder to screen his more effective and precious aircraft from attack.

Grot Buzzer– Gretchin Fighter Type:

Fighter

Hits:

1

Transport:

0

Maneuver:

High

Max Speed:

6

Min Speed:

3

Max Altitude:

7

Thrust:

1

Weaponry: Weapon Big Shootas

Arc Front

Firepower 4/2/0

Damage 5+

Ammo 3

Special -

Special Rules: Let’em Tag Along– Orks don’t care how many Grotz get shot down. The loss of a Buzzer will not count towards determining if Disengagement should occur. Runtz – When a squadron is chosen from the Squadron Lists, the Ork Air Waaagh! can not have more Buzzerz than Ork piloted craft.

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Ork Traktor Kannon Ork genes carry racial memories for the construction of a wide array of weaponry. An Ork Mekaniak in particular has the ability to tap these genetically encoded designs, and rebuild them from various found materials. It is an ability that confounds Imperial scholars to this day.

Ork Mekaniaks have a particular skill with the use and manipulation of Force Fields. In their most basic form, they simply serve as a protective barrier against the rain, or incoming weapon fire. However, Orks have also used force field technology in a mind boggling of other ways, such as capturing Space Hulks, hurling asteroids, making livable space inside derelict space ships, and of course as weapons of war.

The Traktor Kannon is such a weapon. It fires a beam of energy that the Orks can then use to manipulate the movements of the target. On the battlefield, they often use it to pull enemy troops closer, so it is easier to get the boot stuck in. The Orks have also adapted it for use against aircraft. Hitting a fast moving aircraft with the Traktor Kannon is exceedingly difficult, but often the results can be spectacularly entertaining, at least for the Orks. In such a case, they love to force the aircraft to crash face first into the dirt. Thankfully, the range of the Traktor Kannon is a severe limitation on the weapon’s effectiveness against aircraft. Traktor Kannons began to appear as defense systems on station Epsilon, before spreading through out Ork territory.

Traktor Kannon- Ork Ground Defense Weaponry: Weapons

Arc

Altitude

Firepower

Damage

Ammo

Traktor Kannon

All Around

+6

1/0/0

-

6

Special Traktor

Special Rules: Traktor– An aircraft hit by a Traktor Kannon does not take any damage. Instead, it immediately loses 1d6 altitude. If the aircraft is reduced to altitude 0, it is considered to have crashed.

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Grot Balloon Bombz The Balloon Bomb is emblematic of the simple and effective style of Ork weaponry. The more feral Ork tribes that inhabit Station Epsilon were quick to make use of these simple defensive devices. The Grot Balloon Bomb is simply a lighter than air balloon, with a gondola packed full of high explosives. A gretchin slave is put inside, and simply asked to wait until an aircraft gets close, and then push the big red button. Unbeknownst to the Gretchin slave, this will detonate the explosives he is riding with. Hopefully, the explosion, shrapnel, and concussive blast will

catch any nearby enemy aircraft. The idea is very similar to the Grot Bomb, but with more explosives packed inside. The Grot Balloon Bomb has been sighted operationally in two distinct roles. The first is tethered around important Ork installations. In this way, they act as a floating minefield and passive deterrent. They have also been sighted deployed via Fighta-Bomberz in combat zones. Many overconfident fighter Jocks thinking they were in the perfect trailing position have fallen victim to such low cunning Ork tactics.

Grot Balloon Bombz- Grot Aerial Mine Weaponry: Weapons

Arc

Altitude

Firepower

Damage

Ammo

Explosives

All Around

Any

1/0/0

4+

1

Special Extra 6+

Special Rules: Explosive- When a Grot Balloon Bomb attacks, it is removed from play as the bomb has detonated. It does not matter whether the attack is successful or not. If destroyed by an enemy attack, it is simply removed from play. Big Ka-Boom- When a Grot Balloon Bomb detonates, it will get an attack on any aircraft within range, friend or foes. Therefore, a Balloon Bomb could hit more than one aircraft when detonated. Runtz- Grot Balloon Bombz do not count towards Disengagement. They are expected to blow-up. Proper Orks find it funny. Ground Defense- Sometimes, Grot Balloon Bombz are deployed around a ground target to protect it from air attack. If deployed this way, the Balloon Bomb is placed on the tabletop and an altitude declared. For example, the Ork player may place the Grot Balloon bomb within 6 inches of a ground target and declare it at altitude 5. Once deployed, the Grot Balloon Bomb can not move. If an enemy aircraft comes within short range of the Balloon Bomb, the Grot can trigger the bomb. Aerial Deployment- Any aircraft that can deploy Grot Bombz, can also be used to deploy Grot Balloon Bombz for the same cost. When deployed, the Grot Balloon Bomb is simply placed immediately behind the aircraft, at one altitude band lower than the aircraft. Once deployed, the Grot Ballon Bomb can not move. If an enemy aircraft comes within short range of the Balloon Bomb, the Grot can trigger the bomb.

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Da Flyin’ Fortress Orks have no bigger aircraft in the skies than the dreaded Flyin’ Fortress. How the thing even stays in the air is a complete mystery. Some Imperial observers have theorized that the core must be full of lighter than air material to help keep it bouyant. Other Tech-priests speculate that it makes use of the Orks strange affinity for Traktor technology to create a “anti-gravity” like effect. No matter how it works, two things are certain. One, it flies. Two, it is a fortress. Due to ad-hoc and scrap like nature of Ork technology, no one is sure just how many of these aircraft the Orks have fielded.

They are rarely reported, as most who see one don’t live to tell the tale. However, the few reports that do exist seem to indicate the craft maybe in more than one location at once. Of course, it seems impossible that Boss Badaxe and his feral boyz could build even one of these flying juggernauts much less two of them. On Rutilus, the Flyin’ Fortress has left a wake of destruction near the edge of “Ork Space”. The great aircraft has blasted apart any harvesting stations, Barrage emplacements, or augur station it has come across.

Flyin’ Fortess– Ork Heavy Bomber Type:

Bomber

Hits:

12

Transport:

10*

Maneuver:

Low

Max Speed:

6

Min Speed:

3

Max Altitude:

7

Thrust:

1

Weaponry: Weapon Big Shoota Turrets Big Shoota Turrets Shootas Rokits Big Shootas Heavy Flak Cannonz

Arc Firepower Rear, Up 8/4/0 Around, Down8/4/0 Left, Right 12/0/0 Front 0/8/2 Front 12/8/0 Front 2/4/6

Damage 5+ 5+ 6+ 3+ 5+ 3+

Ammo 4 4 ul 1 5 5

Special Extra 6+

Additional Weapons A Flyin’ Fortress can be armed with the following additional weapon loads. Weapons Load 1 Weapon Arc Firepower Damage Ammo Special Bomb Bay Rear 12/0/0 2+ 1 Ground Extra 5+ * Note: If a Bomb Bay is taken, the transport capacity is reduced to 0.

Weapons Load 2 Weapon Grot Bombs

Arc Front

Firepower -

Damage -

Ammo 4

* Note: If Grot Bombs are taken, the transport capacity is reduced to 0.

Special See Grot Bombs

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Feud of the Red Clouds Squadron Lists Picking Squadrons Players use the squadron lists found here to supplement the Squadron Lists found in the main Aeronautica Imperialis rulebook. These lists are designed to be additional add on forces for use in the Feud of the Red Clouds. Missions may restrict the number of points or types of aircraft used. Players should write their squadron choices down on a piece of paper prior to any game being played. In addition, be sure your opponent is aware of any rules that they may be unfamiliar with before the game begins. Finally, each aircraft or ground defense must be represented by an appropriate model or marker. During the Feud of the Red Clouds the factions were broken down as follows:

•Station Alpha- Imperial Navy, Space Marines, Furor Imperialists, and Adeptus Mechanicus •Station Lambda- Eldar Skyhost and Dark Eldar Pirates •Station Epsilon- Ork Air Waaagh! and Waaagh! ov Da UndaNob •Station Ro- Tau Air Cadre, Gue’Vesa, Rogue Trader, and Adeptus Mechanicus •Station Severus- Chaos Raiders, Infernal Machines, and Adeptus Mechanicus As a result, players representing these factions can choose from the appropriate list in the core rulebooks as well as the aircraft listed below. For example, a force representing Station Alpha can use the aircraft in the Squadron Lists here, the Squadron List for the Imperial Navy in Aeronautica Imperialis core rules, or any combination of the two.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta Adeptus Mechanicus Adeptus Mechanicus craft are assumed to be flown by Servitors, unless the Skitarri upgrade is taken for +5 points Aircraft can also be taken from: -Imperial Navy -Imperial Units from the Airspace Aircraft Compilation Fighter Lightning Recon Lysander Skytalon +Additional Weaponry

Points 18 8 8 +2

Bomber Vulkan Tanker Harvester Barrage +Additional Weaponry

5 1 3 +15

Ground Defense Blitzen AA Gun

10

Furor Imperialists Aircraft can also be taken from: -Imperial Navy -Space Marines -Imperial Units from the Airspace Aircraft Compilation -Space Marine Units from the Airspace Aircraft Compilation Fighter Lightning Recon Storm Crow +Additional Weaponry

Points 18 24 +4

Orbital Lander Storm Eagle +Additional Weaponry +Jump Infantry

12 +3 +10

Ground Defense Hyperios Platform Hyperios Typhoon Platform Hunter Blitzen AA Gun

8 8 12 10

Bomber Kraken +Additional Weaponry Manta Gunship +Additional Weaponry

Points 12 +12 135 +10

Ground Defense Blitzen AA Gun

10

Gue’Vesa Human Auxillaries Aircraft can also be taken from: -Tau Air Cadre -Tau Units from the Airspace Aircraft Compilation Fighter Points Swordfish 16 +Additional Weaponry +4 Porpoise 10 +Additional Weaponry +2 TX-6-1 Remora Drone 14 *Requires Drone Control Craft IX-01-EW Barracuda 18

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta Dark Eldar Pirates Fighter Raven Razorwing +Additional Weaponry

Points 24 26 +4

Bomber Voidraven +Additional Weaponry

20 +6

Orbital Lander Slave Bringer +Additional Weaponry

95 +5

Waaagh! Ov da UndaNob! Aircraft can also be taken from: -Ork Air Waaagh! -Ork Units from the Airspace Aircraft Compilation

Infernal Machines Aircraft can also be taken from: -Chaos Raiders -Imperial Navy -Chaos Units from the Airspace Aircraft Compilation -Imperial Units from the Airspace Aircraft Compilation Fighter Hell Spike Hell Fury +Additional Weaponry Herald +Additional Weaponry Vandal +Additional Weaponry

Points 12 12 +4 16 +5 5 +1

Bomber Hell Forged +Additional Weaponry

22 +20

15 +10 12 +3 +10

10

Fighter Grot Buzzer

Points 8

Bomber Flyin’ Fortress +Additional Weaponry

75 +12

Orbital Lander Icon Dropship +Jump Infantry Chaos Storm Eagle +Additional Weaponry +Jump Infantry

Ground Defenses Traktor Kannon Grot Balloon Bomb

25 6

Ground Defense Blitzen AA Gun

Rogue Trader Rules for the Rogue Traders lists can be found in the Airspace Aircraft Compilation here. Imperial Aircraft found in the Feud Of the Red Clouds sourcebook are eligible to be taken in the Rogue Trader list, per the regular restrictions.

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New Scenarios Fortify in Force Background As the Feud of the Red Clouds opened, the various factions began to fortify their positions. Each platform depended on a network of poorly defended and isolated aerial platforms for economic support. These platforms were way stations for Harvesters, fuel depots, and temporary storage facilities. Without these stations to help supply mined gas, any station would find itself unable to purchase the supplies it needed to survive. Early in the war, Magos Deanarus became aware of the harvesting stations vulnerabilities, and quickly moved to reinforce them. Skytalons attempted to rush needed defensive weaponry to these stations. However, forces from Magos Cy-Belle sought to act quickly and cripple the economic power of Station Alpha. He launched several small scale raids intent on destroying outlying gas harvester stations. It became a race against time. Attackers Adeptus Mechanicus Lightning Strike + Hellstrike Missiles

Defenders Adeptus Mechanicus Skytalon + Transporting a Blitzen AA Gun

Adeptus Mechanicus Lightning Strike +Hellstrike Missiles

Adeptus Mechanicus Skytalon + Transporting a Blitzen AA Gun

Adeptus Mechanicus Lightning Strike +Bombs

Adeptus Mechanicus Skytalon + Transporting a Blitzen AA Gun

Total: 60

Reinforcements Adeptus Mechanicus Lightning +Skitarri Pilot Total: 75

Special Rules This mission uses the Aerial Platform Rules. Place an Aerial Platform as the target within 18 inches of the defenders board edge near the center. It should be at least 6x6 inches.The Aerial Platform has 8 hit points. It can not move, and has no defenses on it initially.

Both forces begin on opposite board edges, deployed within 4 inches of the edge. They can be at any speed or altitude.

In this scenario, the Defender can use the Rapid Defense Deployment rules and Reserves Victory Conditions Add up VPs as normal. The side with the most VPs wins the scenario.

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Rendezvous Interrupted Background For aircraft to move the long distances across Rutilus, it is not uncommon for them to be refueled in mid-flight by Vulkan tanker craft. Without the aid of these air refueling stations, much of each stations territory would be at the limits of effective combat range. However, this has made the tankers themselves a strategic target, worth attacking. In this scenario, a Marauder bomber is being refueled by a Vulkan when an enemy patrol zeroes in on them. The Marauder and the Tanker must try to escape, while reinforcements are vectored in to defend them. Scenarios like this occurred frequently during the Feud of the Red Clouds, especially when each faction was trying to target the outlying support platforms of each of the primary Stations. Attackers Hell Talon

Defenders Adeptus Mechanicus Vulkan

3 Hell Blades

Marauder Bomber

Total: 60

Reinforcements 2 Lightnings + Weapon Load 4 Total: 61

Special Rules The Vulkan and Marauder defenders should start in the center of the board. They are moving at Minimum speed, but can be placed at any altitude. The Marauder must be placed within the Vulkan’s rear arc within 2 inches, going the same direction. The Vulkan and the Bomber must try to leave the table on the short edges. Otherwise, they are assumed to have disengaged, and will count as destroyed. The Attackers are placed on either of the short board edges, up to 4 inches in and at any altitude and speed. This scenario uses the reserve rules. Other special rules can be used as the players wish.

Victory Conditions The attackers are attempting to take out the Vulkan and the Marauder. If both planes are destroyed the attackers win. If neither plane is destroyed, the defenders win. If one is destroyed and the other is not, it is a draw.

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The Wolf Amongst the Sheep Background As the rare gases on Rutilus were exhausted, the Adeptus Mechanicus transitioned to traditional Gas Giants to support the great Stations. This usually involved intensive use of simple servitor aircraft to mine the valuable gases from the cloud banks. A vast fleet of Harvesters and their support infrastructure slowly crept its way across the planet. These networks became vital for the maintenance of the planet’s economy. As the Feud of the red Clouds gathered momentum, the enemies Harvester fleet became a favorite target for raiding. This scenario represents a typical raid on a flock of Harvester gas miners. Such raids were very common during the Feud, and were intended to hamper a rivals ability to purchase raw materials and other war material.

Attackers Barracuda + Seeker Missiles Barracuda Barracuda Total: 60

Defenders 10 Adeptus Mechanicus Harvesters 1 Adeptus Mechanicus Barrage + Heavy Flak Cannon Reinforcements 1 Adeptus Mechanicus Thunderbolt + Weapon Load 4 + Skitarri Total: 60

Special Rules The Barrage and Harvesters can be placed anywhere on the table, as long as it is 12 inches from an edge, and 24 inches from the Tau deployment zone. They can start at any speed or altitude. At least 2 harvesters must face each board edge, and they can not be closer than 4 inches to each other. The Tau can deploy on any short table edge, up to 4 inches in. They can start at any speed and altitude. This scenario uses the special rules for Reserves. The Reinforcements will appear on the opposite board edge as the Tau, and can also begin at any speed or altitude.

Victory Conditions This scenario uses Victory Points to determine the winner. Harvesters that Disengage from the board are considered destroyed, as they have strayed to far from their base to return. The Barrage may not disengage, and if the Thunderbolt disengages, all Harvesters and the Barrage are considered destroyed.

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Combat Resupply Drop Background Early in the Feud of the Red Clouds, it became important to rapidly resupply outlying Aerial Platforms. However, resources were tight and few transport planes were available to carry the amount of supplies needed. The tech-adepts of Stations Severus, under the leadership of the mad genius Magos Cy-Belle; discovered a clever work around. They redesigned a standard bomb STC into a supply case. This allowed them to use their existing aircraft to air drop in needed supplies, without having to land. Instead, the supplies could just be dropped from the air onto the deck of the aerial platform with minimal damage.

Attackers 2 Hell Talons + Additonal Weapon Loads

Defenders 2 Adeptus Mechanicus Lightnings +Additional Weapon Load 4

2 Hell Blades

2 Adeptus Mechanicus Thunderbolt

Total: 80

Total: 80

Special Rules The Attackers are attempting to resupply the Aerial Platform by dropping their supply bombs on it. They are deployed along a short table edge, up to 4 inches in.

Victory Conditions This scenario uses Victory Points to determine the winner.

The Aerial Platform is placed on the opposite side of the board; 12 inches from the short edge, and 24 inches in from one of the long edges. The Aerial Platform can not be destroyed, and is 6x6 or larger. The defenders deploy on the opposite short edge as the attackers. They can deploy up to 4 inches onto the board. This scenario uses the Aerial Platform special rules

Supply bombs are dropped like normal bombs. Every bomb that strikes the target is worth +1 VP. If all the bombers are destroyed before they can drop their supplies, the Defender automatically wins.

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Resupply of Platform Ro-678Beta-Charlie Background As the Furor Imperialis crusade fleet entered the Rutilus system, Magos Archivald took the chance to attempt to resupply the outlying outposts that had been cut-off and under aerial siege by Magos Deanarus and his loyalists. In a daring maneuver by Captain Voo’s mercenaries, several Arvus Lighters and Valkyries were rushed to Platform Ro-768Beta-Charlie on the edge of Station Ro’s control zone. This platform had provided valuable early warning augur readings, but was in desperate need of spare parts. Of course, the Loyalists besiegers noticed the inbound craft, and moved to intercept. As a result, the Rogue Trader and his crews were required to attempt a landing from contested airspace. Attackers 3 Arvus Lighters

Defenders 2 Adeptus Mechanicus Lightnings +Additional Weapon Load 4

2 Valkyries 2 Thunderbolts

1 Adeptus Mechanicus Thunderbolt + Skitarri Pilot

Blitzen AA Gun Total: 80

Total: 65

Special Rules The Attackers are attempting to resupply the aerial platform by landing on it. They are deployed along a short table edge, up to 4 inches in.

Victory Conditions This scenario uses Victory Points to determine the winner.

The aerial platform is placed on the opposite side of the board; 12 inches from the short edge, and 24 inches in from one of the long edges. The platform should be 8x8 inches. The Ground Defense can be placed on the aerial platform. The aerial platform can not be destroyed. The defenders deploy on the opposite short edge as the attackers. They can deploy up to 4 inches onto the board. This scenario uses the aerial platform special rules. You will also want to be familiar with the rules for landing.

Every aircraft that lands successfully on the platform will garner the attackers an additional +5 VP per aircraft that successfully lands. If all transports are destroyed, the Defender automatically wins.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

The Thunder Run Background During the Feud of the Red Clouds, getting precious gas resources from the harvest stations back to the main station for distribution was key for maintaining the war effort for any one station. What had once been relatively routine flights became incredibly dangerous missions. If enough tankers failed to get their cargo back to their main station, then the ability of the station to prosecute the Feud was impacted. These transport runs became known as Thunder Runs. Under the cover of heavy defensive fire, the transports and tankers would dash away from the Harvest station at maximum speed. If they were lucky, an escort of fighters would be available for cover. If not, they had to chance the flight on their own. Attackers 3 Barracuda

Defenders 1 Adeptus Mechanicus Vulkan

1 Tigershark AX-1-0

2 Blitzen AA Guns

Total: 70

Barrage +Heavy Flak Cannon Reinforcements 2 Adeptus Mechanicus Lightnings Total: 75

Special Rules The attackers are placed on one of the short board edges up to 4 inches in at any altitude or speed. The aerial platform is placed on the same side of the board; up to 20 inches from the nearest attacker, The platform should be 8x8 inches. The Ground Defense can be placed on the aerial platform. The aerial platform can not be destroyed. The tanker/transport begins parked on the aerial platform. It is considered to be landed.

Reserves will enter play on the opposite short board edge at any altitude or speed. This scenario uses the aerial platform and

reserves special rules. You will also want to be familiar with the rules for Take-offs.

Victory Conditions If the Vulkan tanker (or suitable transport) leaves the opposite board edge, the defenders win. If it leaves any other board edge, or is destroyed, the attackers win.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

New Advanced Rules The following section details new rules that can be used in your games of Aeronautica Imperialis. They are optional and not required. Both players should agree to their use before actual play begins.

than 6 inches from any table edge. Players can choose to combine their cloud bank with an existing cloud bank to make one large cloud bank. If they do not wish to combine a cloud bank, then it must be placed 6” from the nearest cloud bank.

Cloud Banks Rutilus is a Gas Giant. It’s atmosphere is made up of layers of gaseous clouds. The stations of the planet lie between bands of clouds within the mid-atmosphere of the planet.

When the cloud bank is placed, the placing player rolls a d6+2. This is the height of the cloud. Use a marker to track the altitude of the cloud bank.

As a result, the navigable passage for air travel is bracketed by a ceiling of clouds before reaching the upper atmosphere, and a floor of clouds, below which conventional aircraft would be crushed. This passage of navigable air space is know as the Crimson Path. It is not uncommon for cloud banks to make their way into the Crimson Path from the cloud formations above or below. These drifting stragglers can form an impediment to air travel, until they are dispersed by the natural gravitational pull of Rutilus’ gravity.

Any aircraft can move through a cloud bank with no penalties. Cloud banks instead block line-ofsight for purposes of shooting. Cloud banks have the following rules for purposes of shooting: • No shots can be made through a cloud bank to an aircraft on the opposite side. The cloud blocks LOS. • Planes inside a cloud bank can only be fired upon if they are within 2” of the edge of the cloud bank. If the target is not within 2” of the edge, no LOS exists. • Planes can only fire out of a cloud bank they are in IF they are within 2” of the edge of the cloud. If the plane is not within 2” of the edge, it can not draw LOS out. • If both planes are in a cloud bank, then they can only gain LOS at short range.

In games of Aeronautica Imperialis, cloud banks can take up to 25% or the board. A cloud bank can be any size, but is generally about the six inches across in a circular formation. The cloud banks are divided equally between the two players, and any extras are discarded. Each player then alternates turns placing their cloud banks. No cloud bank can be closer than

If the players wish, they can also have the clouds move randomly across the board using a scatter dice to determine the direction the cloud moves, and a d6 to determine the number of inches moved. A HIT on the scatter dice indicates the cloud does not move. An additional d6 roll can be made for Altitude changes. • 1-2= Down 1 level • 3-4= No change. • 5-6= Up 1 level

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Cloud Examples

Neither aircraft can shoot at the other aircraft. The Cloud blocks Line-of-Site

The Hell Blade can fire on the Thunderbolt if it is within two inches of the edge of the cloud. The Thunderbolt can only fire on the Hell Blade if he is within two inches of the edge of the cloud

The Hell Blade and the Thunderbolt can only fire on each other if they are within the short range band

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta The Platforms of Rutilus As mentioned in the Terragraphic Record of Rutilus; the planet is a Gas Giant. That means there is no “ground” for ground defenses and installations can be stationed on. Since several scenarios and squadron lists make use of ground targets, this is an important aspect of gaming on a Gas Giant.

This has no real impact on the effects of altitude bands. The altitude of 0 represents crushing depths of pressure, and any plane that goes to 0 or below is still considered destroyed. Likewise, any plane that goes above altitude 9 is still considered leaving the Crimson Path and moving to reach orbit. If a plane does not have a Rocket Booster, then it will stall and crash as normal. Ground targets are assumed to be placed on a small, buoyant platform. Such platforms began to spring up across Rutilus after the exhaustion of the planet’s rare gases. These platforms often started as Drone Harvester staging areas, however as the Feud of the Red Clouds intensified they began to be used for air defenses, augur stations, navigation points, and other purposes. These platforms are not tethered to any moorings, so as time goes by, they are pushed.

around and moved by the air currents of Rutilus This may require them to be towed back into place periodically. Some of the larger platforms will have built in stabilization systems in the form of engines or propellers. However, for the purposes of the game, they are considered as immobile as any other ground target.

Aerial Platforms on Rutilus Ground installations and Defenses use the following rules on Rutilus: • All Ground Installations are assumed to be mounted on floating platform. • All normal rules for placing Ground Installations and Ground Defense apply.

• Ground Stations are immobile • Ground targets can be assigned an altitude by rolling a d6-1. • Ground Defenses stationed higher than 0, can add their altitude bonus to the platforms altitude as if they were stationed on terrain • Bombs can be dropped on an aerial platform as normal

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta The Adeptus Mechanicus The Priesthood of Mars is an organization bent to the purpose of gaining and cataloging technological knowledge. It holds a virtual monopoly on all advanced knowledge within the Imperium of Man. The Forgeworlds and manufactorums produce the equipment that supplies the Imperial Guard, the great ships of the Imperial Navy, and the tractors used on backwater agri-worlds. The organizations Techpriests are vital to the production and maintenance of the Imperium’s technology. The Adeptus Machanicus is a religious organization, focused on devotion to the Machine God, and his representative in the form of the Emperor; the Omnissiah. It is this strange divine connection that binds the Adepts of Mars to the Imperium of Man. However, despite being part of the Imperium, the Adeptus Mechanicus is given a great deal of latitude. The red robed adepts often police their own ranks, choose their own recruits, can spread their own religious dogma, and even raise their own military forces. These military forces are known as the Skitarri, or Tech-guard. They are charged with defending the priesthood of the Machine God from defilers, renegades, and the xeno. They are independent from the normal Imperial chain-of-command; and instead only answer to their Tech-priest masters. This unique situation arises from the ancient pacts bound by the Emperor himself, as the Omnissiah; with the ancient orders of the Machine-God. Skitarii is the Adeptus Mechanicus approved official term for all of its military forces, with the exception of the unique Titan Legions. It is a term equivalent to “The Imperial Guard” as it encompasses all infantry, and armor assets. There is little standardization or central command of Skitarii across the Mechanicus, as

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta each individual regiment is the personal army of a particular Magos.

Red Cloud to replace the attrition in Equite pilots during normal combat operations.

The title of Skitarri also extends to the air assets within a Adeptus Mechanicus’ Magos forces. Within the organization, they are often referred to as Equites. This is distinct from the infantry and Armor, which are referred to as Hyspapists and Cataphractii respectively.

Most Equite Servitors are hardwired into their craft. Depending on the Magos, some may have a greater level of human parts than others. For example, Magos Cy-Belle prefers to hardwire the Servitor’s brain directly into the craft to connect the controls directly into the logis-engines of the servitor’s organic brain. Magos Deanarus tends to use mostly humanized bodies, with their limbs hardwired directly into the controls of the craft. The difference in styles is mostly a matter of preference.

The military assets of the Adeptus Mechanicus include augmented humans and the biomechanical constructs referred to as Servitors. A Servitor is a mindless drone of flesh and metal. There are varying degrees of functionality, but at its heart, a Servitor can not process functions beyond what it has been programmed for. The altered and fragmented brain of a servitor functions poorly when forced to operate beyond its programming. Operations beyond a Servitors limits will lead to a state of mindlock. The symptoms of which can be rambling sentences, loss of functionality, or physical ticks; whiel the Servitor struggles to process information it is not capable of processing.

Skitarri in Aeronautica Imperialis Servitor planes use the following rules in games of Aeronautica Imperialis. They assume you are using the Experience Rules in the Investigation of Bin Mazar sourcebook: • Servitors are the default pilot for all Adeptus Mechanicus aircraft •Servitor pilots have a Pilot Skill of 5+ • Servitors never gain experience •Servitors can never perform the following: Advanced Tailing Emergency Maneuvers Yo-Yoing Sustained Burst Extreme Maneuvers Eject

Adeptus Mechanicus Pilots The Equite pilots of the Adeptus Mechanicus can take two primary forms. The most common type of pilot is a sophisticated pilot servitor programmed with additional combat algorithms and sub-routines. Not surprisingly, they do not make the best combat pilots, and never “learn” from their flight times. However, they are becoming more common during the Feud of the

The following rules apply to all Skitarri pilots • Any Adeptus Mechanicus/Skitarri plane can upgrade to a Skitarri pilot for +5 points • The have a Pilot Skill of 4+ • They gain experience as normal

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta Rapid Deploying Ground Defenses The following rules will be used when rapid deploying a Ground Defense on an Aerial Platform of Rutilus: • The only Ground Defenses that can be rapidly deployed are: -Hydra Platforms -Sabre Platforms (All variants) -Blitzen AA Gun -Hyperios Typhoon Platform -Hyperios Platform • Each Ground Defenses counts as 1 for Transport capacity. Rapid Defense Deployment As the situation on Rutilus deteriorated and the Feud of the Red Clouds escalated, it became obvious that many of the outer harvester platforms were poorly defended and easy prey. The protections of these stations would prove vital as they were the sole source of income for vital war supplies. All factions began trying to build-up their defenses quickly. The easiest way to do this was to quick drop ground defense systems to existing platforms. The Valkyrie Sky Talon proved to be ideal for this. The Sky Talon was able to fit Blitzen AA guns, Hydra Platforms, and Sabre Platforms to their undercarriage ready for deployment. Later, as the Furor Imperialis Crusade fleet began to be a factor, Space Marine Thunderhawks and Storm Eagles were able to do the same with the Helios Typhoon Missile platform. Using such methods, platforms that had previously been undefended could quickly arm themselves. It was even possible to arm a platform in the face of incoming fire. This was demonstrated in the early days of the war when Magos Breaton rapidly militarized the harvest platforms for Station Epsilon. However, it ended up weakening Epsilon for the Ork invasion.

•The only aircraft that are capable of rapidly deploying a Ground Defense are: -Sky Talons - Thunderhawks (Space Marine and Chaos variants) - Thunderhawk Transporters - Storm Eagles • Ground Defenses can be deployed by using the rules for landing troops. They are never “Jump Troops” • The Ground Defense is placed right behind where the aircraft landed as soon as the aircraft lands. • The Ground Defense can be used the turn following the successful landing. • If the Transport is destroyed while carrying the Ground Defense, the Ground Defense is also consider to be destroyed. A Ground Defense destroyed this way counts for full Victory points. Experience is only awarded for the plane. • Once deployed, the transport aircraft and the Ground Defense are treated as two separate entities for game purposes.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta Eldar Aspect Pilots Since the days of the Fall, all Eldar have been plagues by the hunger of Slaanesh. The Thirsting Gods desires would tug at each Eldar’s soul, draining it overtime. The Exodites, defend against She-Who-Thirsts with their elaborately constructed World Stones that trace their humble planets. Dark Eldar use less subtle and far more twisted means to stave off the Chaos gods machinations. The Craftworld Eldar temper their emotions using a very structured and ritualized lifestyle known as the Eldar Path. A Craftworld Eldar uses the Path as a focus for his mind and spirit. The Eldar bends their considerable mind, body, and will towards enhancing and improving upon their chosen Path.

There are many Paths on a Craftworld. The most commonly known are related to the Eldar’s Warhosts. The Aspect Warriors of the great temples are the Paths most easily recognizable to outsiders. However, there are also much less warlike and mundane Paths to choose. A Path represents a form of lifestyle choice. It is not uncommon for an Eldar to walk many Paths during their lifetime. An Eldar is free to choose and move between Paths. It is a sign of personal growth and development to change

Paths, and is symbolically made through complex rituals. The Path of the Pilot has many Aspects. Many Craftworlds have specific Aspect shrines dedicated to the teaching of combat related flight techniques and rituals. Such pilots strive to attune themselves with their machines, and seek to make it an extension of their body. Their very flying comes to embody the teachings of their Aspect shrine. The most famous example in the Old Guard Stars is the Star Phoenix Aspect Pilots of the On’Elusia Craftworld. The majority of Aspect pilots were adherents to the Path of the Pilot prior. During this time, their focus would often become more attune to the Song of Khaine, and their spirit would lead them to the Aspect Shrine of their Craftworld. After fulfilling their needs at the Shrine, they would simply move on to a new Path in the future. However, some Aspect Pilots become so consumed with the Aspect, they become mind locked on the Aspect path and become Exarchs. Aspect Pilots in Aeronautica Imperialis Aspect Pilots assume you use the rules for Experience found in the Investigation of Bin Mazar sourcebook: • Aspect pilots cost +3 points per aircraft • Aspect pilots gain experience as normal, and have a Pilot Skill of 3+ • Aspect pilots can perform all the special maneuvers usually reserved for an Ace pilot immediately upon purchase

• Exarchs must be a Double Ace and costs an additional +10 points above Double Ace Status. An Exarch can re-roll any failed Pilot Checks once. The second result must be abided by.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta

Feud of the Red Clouds Campaign Rules

Welcome to the Feud of the Red Clouds campaign. This campaign is an online campaign open for all factions and all players of Aeronautica Imperialis to participate in. You participate by buying, painting, and playing with your Aeronautica Imperialis models. What fun! FACTIONS The Feud of the Red Clouds includes the following Factions:

Station Epsilon- Waaagh! Ov da UndaNob! and Ork Air Waaagh squadron lists FACTION BASE Each faction has a home territory in the Feud of the Red Clouds. This warzone is where the faction will begin the campaign. Any points scored that are not assigned will automatically be applied to the Faction Base. Station Alpha- Warzone 3

Station Alpha- Imperial Navy, Space Marine, Furor Imperialists, and Adeptus Mechanicus squadron lists

Station Severus- Warzone 5

Station Severus- Chaos Raiders, Adeptus Mechanicus, and Infernal Machines squadron lists

Station Lambda- Warzone 1

Station Ro- Tau Air Cadre, Adeptus Mechanicus, and Gue’Vesa Human Auxillaries

SCORING POINTS There are four primary ways to score points in the campaign. The points system is based on a single digit basis. 1 point = 1 campaign point.

Station Lambda- Dark Eldar Pirates and Craftworld Eldar squadron lists

Station Ro- Warzone 2

Station Epsilon- Warzone 4

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta WINNING Each faction is attempting to gain comtrol of all the territory of Rutilus in order to pursue their own goals in the future. The factions do this by controlling the air space of as many Warzones as possible. You control air space by scoring more campaign points in a Warzone than any other faction. The methods for scoring points are detailed below. At the end of the Feud of the Red Clouds, the faction that controls the most Warzones is declared the winner. -Purchasing: You can earn Campaign Points by buying new Aeronuatica Imperialis models or rulebooks. In order to score the points for purchasing, you must do the following: •Post a picture of your new purchase in the appropriate campaign thread •Detail what you have purchased, and where (i.e. FLGS, E-bay, ForgeWorld Website, etc.) •Detail when you purchased the product. You can include products purchased up to 1 month before the start of the campaign. Purchase Campaign Points can only be allocated to the Warzone that contains the Faction Base. Points earned: Every two fighters= .5 point Every Bomber= .5 point Super Heavy= 2.5 points Aeronautica Imperialis Core Rules= 5 points Tactica Imperialis= 3 points For example, Greg buys the Aeronautica Imperialis Bundle from the Forge World website. This would earn his faction 8 points.

-Modeling The second way you can earn Campaign Points is by scratch building or converting Aeronautica Imperialis aircraft. Since this campaign has new aircraft types that do not exist in the current model range, scratch building and converting will be an important factor if you wish to use these aircraft in your games. In order to score points for scratch building or modeling you must do the following: •Post a picture of what you built in the appropriate campaign thread •Detail what it represents Modeling Campaign Points can only be allocated to the Warzone that contains the Faction Base Points earned: Convert existing models= .5 points per model Every fighter= 1 point Every bomber= 1 point Super Heavy= 5 points Ground defense= .5 point Other= Campaign Moderators Choice Post a tutorial with pictures = 5 points For example, Greg builds a pair of Locust fighters for his Chaos force. He posts the pictures to the Feud of the red Clouds thread. In addition, he includes a tutorial (with pictures) of how he built them on the site. Greg has earned his faction 7 points.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta -Painting The third way to score Campaign Points is to paint your models. In order to score points for painting you must do the following. •Post a picture of the unfinished model (partial painted or base coated count as unfinished) in the appropriate campaign thread

•Post a picture of the final result •Allocate a Warzone for points Painting Campaign Points can be used to attack other Warzones or to boost the Faction Base. Points Earned: Every fighter= 1 point Every Bomber= 1 point Super-Heavy= 5 points Ground Defenses= .5 point Other= Campaign Moderators Choice Post a tutorial with pictures = 5 points For example: Greg has a pair of vultures for Epic. He decides to paint them up for the campaign. He shows the unfinished models, which have a simple base coat. He finishes off the detail work and reposts the final product that day. He chooses to allocate the points to Station Lambda. Greg has earned 1 Campaign Point for his faction to try and gain control of the air space of Station lambda.

Note: It is possible to score Campaign Points for purchasing, converting and painting the same model in the same Campaign Turn.

-Battles The final and most effective way to score Campaign Points is to play battles and post battle reports (Batreps). To enter a battle report, you need the following pieces of information: • Batreps must be posted in the appropriate campaign thread •Batreps must clearly state what faction was the winner and which faction was the loser •Batreps should specify the Warzone they took place (Winners choice) Batrep points can be used to boost a Faction Base or to attack other Warzones. It is important to note, that both factions that appear in a Batrep earn points. Points earned: Lose= 1 points Draw= 2 points Win= 5 points Narrative Batrep = +3 points for writer Pictures for the Batrep= +3 point for writer

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta For example: Greg plays a battle with his new Vultures in the list. He is playing the Station Alpha forces versus his friend Chad; who plays as Station Severus forces. He posts the following in the batrep thread: Imperials versus Chaos. Imperials win. Warzone 3: Station Alpha Greg has earned 5 points for the Imperials, and Chad earned 1 point for his faction. Later that day, Chad posts the same battle, but he adds a narrative report with some pictures for the battle. This means that the point earned for the game are: Greg (Imperials) 5 points, and Chad (Chaos) 7 points. Chad earned +3 points for the narrative, and another +3 points for the pictures. Later, Greg returns and adds a narrative of his own, and some new pictures. He has now increased the Imperial points total to 11. Both Greg and Chad must clearly state that these additional posts are follow-ups to the previous battle, or they risk earning 0 additional points. Bonus Points During the campaign, it will be possible to score bonus points for your faction. The following rules will detail ways to earn Bonus Points for the campaign. Bonus points can be used to attack or bolster a Warzone. •Buy, scratch build, or paint an Airspace specific aircraft= +1 campaign point Note: It is possible to score more than one bonus point for each model •Play a Campaign scenario from the Feud of the Red Clouds, Investigation of Bin Mazar or the War Over Zephyrus campaign booklets. = +1 campaign point for each faction involved •Mention a Feud of the Red Clouds landmark in your narrative report= +.25 Campaign Points for

the writer •Include a Feud of the Red Clouds Notable in your narrative report= +.25 Campaign Points for the writer •Follow the Instructions for the campaign turn posted in the Campaign Special Events thread= The campaign points earned will be detailed in the Special Event thread. Using the example above, Chad and Greg played a Bin Mazar mission; Orbital Intercept. They earn an additional +1 campaign point each. Chad also sprinkles his campaign report with references to the The Cyclop’s Eye and his loyalty to Magos Cy-Belle. He has earned another .5 campaign points. +.25 for the landmark reference, and +.25 for the Feud of the Red Clouds notable reference. This brings the point totals for each faction for the one battle to; Imperials (Greg) 12, and Chaos (Chad) to 8.5 in Warzone 3. Not bad for one battle. **Number of Players** As a side note, these types of campaigns tend to have very few players. It is possible that some factions will have an overwhelming number of players compared to another faction. The scoring system takes this into account, but it is a background element. The important thing for players to worry about is scoring Campaign Points for their faction. In addition, it is possible that a certain faction will have no active players. The dual scoring for participants in a Battle is an attempt to remedy this to some degree. Otherwise, it would be possible for a single faction to flood the campaign early. Other factors have also been included in the background of the scoring to help deal with this possibility.

Inquisitorial Report: A4567/893/beta Reference: Feud of the Red Clouds Access Code: ********** Level: Magenta EARNING MEDALS Players can earn faction specific medals for their Airspace Signature lines. There are three colors, Bronze, Silver, and Gold. As you score more campaign points for a faction, you will be awarded a medal for that faction, using the following break points:

CAMPAIGN UPDATES Campaign updates will occur one week after the end of the Campaign Turn. These updates will give a narrative style update for each Warzone. They will not include total points in each Warzone by faction, but will make it clear who is in control of the air space of each warzone for every update.

Level Bronze Silver Gold

Other updates may occur during the Campaign Turn as time or events permit.

Points Earned 15 points 45 points 75 points

CAMPAIGN TURN Each Campaign Turn is two weeks long. Each Campaign Turn starts at 12:01AM GMT on Monday. The deadline for a campaign turn is midnight, GMT of second Sunday. The only exceptions will be the opening day of the campaign Sept 1st, and the final day on November 30th. The Campaign Moderator will be using the forum GMT time stamp for reference.

DURATION The Feud of the Red CloudsCampaign will last three months from the start of the campaign. That means there will be approximately six full Campaign Turns. CAMPAIGN MODERATOR The overall Campaign Moderator is Easy E. The Campaign Moderator is the final arbiter of points and Campaign results. The Campaign Moderator will also settle any rules disputes, and make judgments on the flow of the Campaign.

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